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1.23 Progress Thread
#1
Welcome to the 1.23 Progress Thread. Here we will keep a running change log of everything that has been implemented for 1.23.

We will be formatting things down a bit more in thread. I will add separate headers for versions and additional lines? columns? Whatever, describing if changes are bug fixes, features, balancing, mod tools, documentation, maps, or whatever else.


V1.23 focuses mainly on a redesign of the contracting system. This redesign in v1.22.1 should make the contracting system easier to use, a little less "clunky" (within the limitations of our poor GUI system), and a bit more flexible in terms of moddability. This will allow me to expand into some new features, such as racing contracts. Following that in v1.22.2, the plan is to expand the licensing system to allow you to manufacture for other companies (and visa versa) rather than just lease out intellectual property for the AI/You to use. Then wrapping it all up, v1.22.3 (and any other minor builds for v1.23) will focus on minor features and bug fixes in the two new contracting systems. Of the minor features planned, a major one to note is improvements to the auto production system.

I will continue to work on documentation on Saturdays and Maps/Mods on Mondays.

The following is all included in v1.23, but broken down here into minor builds for Testing users.

v1.22.1 Change Log

- Engine Feature: Added more contracting system data to external .xml files for modding.
- Game Mechanics: Added support for chassis and gearbox contracts, though not implemented in game yet.
- Game Mechanics: Rewrote Contract Generation, AI bidding, and contract awarding code for new features and systems.
- GUI: Redesign contracting GUI window layout.
- GUI: Removed most of the "About" for the contract.
- GUI: Contract requirement table, that color codes based on what passes the contract requirements and what fails. Generated text telling you which requirement you failed and why.
- GUI: Removed parts/vehicle selection window and merged the list into the contract window.
- GUI: We now show all parts/vehicles in the contract list, but color code the listing based on if they pass or fail the requirements, or if you have submitted a bit with that unit.
- Bug Fix: Fixed Base City Map Miami Per Capita for 1900-1950.
- Bug Fix: Italian translation file causing magazine not to work.
- Balance Tweak: slightly boosted gear's effect on acceleration. (from 0.5s to 1.5s.)
- Bug Fix: Fixed Bore Slider issue with engines that have more than 2 banks.
- Bug Fix: Fixed AI issue with bore, length, and width with engines that have more than 2 banks.
- Bug Fix: Fixed bug in AI Racing engine generation that caused engine lengths to be very long, thus very heavy, due to incorrect math with the engine banking system.
- Bug Fix: Fixed bug where stocks could reject player take over if the player owned 50%+1 shares.
- Exploit Fix: Put monthly purchase restriction in the save game to prevent player from buying multiple companies on the same turn by exiting the game and returning.
- Bug Fix: Fixed bug in the stock reports that occasionally showed the 52 week stock lows being higher than the 52 week stock highs.
- Bug Fix: Fixed AI's and player's ability to get too many loans/bonds.
- Bug Fix: Racing Champ Memo firing when racing is suspended due to world wars.
- Bug Fix: Merging with company no longer makes you lose tech that you have unlocked, even if your skill points are lower than the req.
- AI Improvement: AI will chassis selection now weighted to vehicle type's cargo importance rating. Thus small chassis for smaller vehicle types and bigger chassis for bigger types when choosing an existing chassis.
- Gameplay: Chassis stability slider now effects performance ratings a little more.
- GUI: Display racing XP points in the "View Teams" window.
- AI Improvement: AI racing now checks to make sure vehicle's selected have a minimum HP, and if not, designs a specific vehicle for racing. This is to prevent low powered vehicles in series.
- AI Improvement: AI replaces engines/vehicles from racing series more often.
- Gameplay: You can now submit more than one bid per contract.
- GUI: Contract Submitted vehicles and components are now blue color in the selector.
- GUI: Fixed several wording issues and added more information in the various contracts memos.
- Gameplay: Balanced contract requirement for various contract types, to bring them in line with realistic numbers.
- Gameplay: Removed some unrealistic engine contract types such as large ships. (They can always be modded back in, I recommend adding some marine engine types if you do.)
- Gameplay: Added some new engine contract types.
- Bug Fix: Crash if you hit enter twice on "End How Many Turns" window in the office.
- GUI: Redesign of Engine Contract Factory Selection GUI. Added some new features and information.
- Gameplay: Engine (and soon other components) now have a number of units produced per production line. The game will produce only the amount of units needed, and not more. This means you can fill multiple contracts with 1 production line. Or if you have a really big contract, it may require multiple production lines.
- Bug Fix: Several fixes to a full screen resolution regression bug caused by a fix for a rare bug in v1.21 and older. This was pushed as a hotfix for Default build users. Testing build will get this for v1.22.1
- GUI: Added number of units needed to the vehicles Assign Contract side panel.
- GUI: Added list of factories producing the vehicle and how many are being produced for the vehicles Assign Contract side panel.
- GUI: Added number of units needed to the engine Assign Contract side panel.
- GUI: Added list of factories producing the engine and how many for the engine Assign Contract side panel.
- GUI: Color coded Contract List based on filled or unfilled in Assign Contracts panel.
- GUI: Unfilled contracts no matter the type will cause a popup window in the office.
- Gameplay: Contract Units can be filled all at once if you have enough units. For vehicles, the minimum number of units (monthly requirement) are shipped first, then vehicles to customers, then any remaining vehicles can be shipped to contracts as extras.
- Gameplay: Enabled/Disable filling contracts all at once in the "Autocommands" section of the Mega Menu. It is defaulted to on.
- Gameplay: War now causes contracts to cancel. The exception to this is military contracts for your HQ country.
- Gameplay: You can now terminate contracts prematurely in the Assign Contracts Panel. You will have to pay the breach of contract penalty.
- Gameplay: You can now assign the first priority factory to receive vehicles from in a contract. The game will pull from this factory first to fill the contract requirements before it gets the required vehicles from other factories. You can find the drop down in the Assign Contract panel. Only the factories which are producing the vehicle is listed.
- GUI: Factory Production side panel now shows number of units required for contracts.
- Bugfix: Fixed bug in district lock estimated transportation costs for district branches.
- Bug Fix: Incorrect Min/Max Estimated Shipping Costs
- Bug Fix: Missing Random Fluff News Articles
- Bug Fix: Contracting Memo showing all contracts.
- Content: War/Coup/Conflict new articles and government stability between 1945-1963 added to Base City Map.



v1.22.2 Change Log


- Gameplay: Non-manufacturer racing teams are now directly visible in racing series.
- Gameplay: Non-manufacturer racing teams generate contracts for engines and vehicles that the player can bid on.
- Gameplay: Player funded racing series now automatically generate contracts for selected engine or vehicles. This can be disabled in the Advanced Game Settings.
- Bugfix: Fixed Incorrect starting popularity values for Fuel Types.
- Bugfix: Fixed duplicate selection IDs for components/vehicles, which caused some minor AI selection issues.
- Bugfix: Fixed possible text overflow when displaying how much it would cost to acquire a company.
- Bugfix: Fixed Branch Expense report. Data was offset by one month.
- Gameplay: Removed discount for bulk transportation of vehicles and changed transportation to a flat rate. This should resolve complaints about incorrect "Estimated Transportation Costs".
- GUI: Made newspaper background a little more grey.
- Gameplay: AI or Player can now put produced components and vehicles up for sale.
- Gameplay: AI or Player can now purchase already produced components or vehicles.
- Gameplay: Expanded contracting system to generate new contracts based on sold finished products to other manufacturers.
- Gameplay: Implemented inventory system for purchased components.
- Gameplay: Limited production of vehicles based on the number of purchased components.
- Gameplay: Removed purchased components from the ability to be licensed, contract submitted, or raced.
- Gameplay: Implemented an automatic contract renewal system for purchased components/vehicles. AI and Player can cancel these contracts at anytime.
- Gameplay: Reduced race winnings now that racing contracting is implemented.
- Bug Fix: Fixed duplicate NOA/NAD AI company logos.
- Artwork: Added "gap" decals used to make door jams, hoods, etc.
- Bug Fix: Fixed several bugs not allowing players to submit contracts in the Office and RnD.
- Bug Fix: Fixed wrong coloring bug when showing if a component or vehicle meets a contract requirement.
- Bug Fix: Fixed bug where country limited contracts where not appearing when they should be.
- Gameplay: Implemented a Contract Renewal request system for non-manufacturer contracts. Once a contract is complete, there is a chance your customer will ask for more units, you can decline or approve.
- Gameplay: Implemented a War Munitions system. Factories in war zones can now convert their plants to munitions production. Producing munitions will increase the chances of your factory being destroyed, but will provide you income even in foreign countries. Producing munitions in foreign countries will hurt your image ratings globally.
- Bug Fix: Fixed bug where vehicle licensing royalties and fees would display $0 in the licensing window.
- Bug Fix: Fixed crash on regional maps when selecting regions that do not exist in the game.
- GUI: Removed regions that do not have cities from the premade region lists.
- GUI: Improved decal placement system, by fixing several annoying conditions and bugs.
- Bug Fix: Calculated debts directly from the data for Bid on Bankruptcy action memo.
- Gameplay: Implemented a "Wait" button in Bid on Bankruptcy action memo, so you research the company further before you buy them. The memo will appear after you return to the Office from another "room". If you end the turn before making a decision, the game will decline the buy out.
- GUI: Added missing smoothness ratings to gearbox and engine licensing windows.
- GUI: Added help button to Min/Max Transportation Cost info in the branch distribution side panels.
- GUI: Added Total Units Needed for Contract information to the Factory Production side panels. Additional information added to the Assign Contracts side panels as well.
- Gameplay: Adjusted Factory worker wages for different difficulties. They will also get an incremental bonus to the base wage every year as factory workers become more technical/skilled laborers.


1.22.2 SP1

-Maps And Mods: Added Base City Map war history and government/conflict status between 1963 to 1975.
-Bug Fix: Fixed several math issues that could cause a problem in the optimized build of the game in Windows.
-Bug Fix: Fixed racing series displacement checks for contracts.
-GUI: Added race series maximum displacement information to the side panels of the contract window.
-Bug Fix: Fixed incorrect data in the Contracts Granted memos.
-Bug Fix: Fixed bug in Contracts Revenues report that did not show the last month of a completed contract.
-Bug Fix: Fixed filled/unfilled contract coloring for components contracts.
-Bug Fix: Fixed bug which did not automatically select contract in assignment lists.
-Bug Fix: Fixed bug in the shipping extra vehicles to contracts system.
-Bug Fix: Fixed bug in RnD and Office where gearbox contracted components lists were not cleared after use.
-Mod Tools: Fixed Music Folder Copying and music.xml generation.
-Mod Tools: Added a check to the Music Editor so that the moder does not add more than 1 song per state besides the "All" state.
-Bug Fix: War production limitations not being applied to the Factory Production side panel, "Contract Demand" information.
-GUI: GUI now unfocused keyboard when textboxes have focus anytime you click on visible GUI.
-Bug Fix: Fixed incorrect contract information in newspaper when AI companies wins the contract.
-Gameplay: Reduced amount of units a renewal contract will ask for.
-Bug Fix: Fixed amount of units needed in renewal contract window.
-Bug Fix: Fixed bug that was not counting contract revenues in branch distribution side panel "Projected Profits" information.
-Bug Fix: Fixed bug in Wealth Distribution charts for districts that was not counting vehicle price properly.
-Bug Fix: Fixed bug where Non-Manufacturer companies were not using the correct winning contract component/vehicle.
-Bug Fix: Fixed bug where Non-Manufacturer company was ignoring displacement for no winner contract team selection.
-GUI: Added scrap functionality to "Stop Selling" in the Autocommands portion of the Mega Menu. This is in case the player does not have a factory but needs to scrap vehicles.
-GUI: Added Unit Costs side panel checks for Chassis and Gearbox components.
-Gameplay: Added a small morale bonus when furloughed employees are put back to work.
-GUI: Color coded contract lists so you know which contracts you have vehicles/components that meet requirements, and which you don't. No more flipping through dozens of them to find one that works.
-Bug Fix: Fixed Factory Expense report being behind a month.



1.22.3

-Gameplay Implemented Platform Sharing with companies you own more than 50% of or own 50% of you. Works like licensing system, but no royalties and automatic access to all parts/vehicles. You can find it in the Outsourcing portion of RnD.
-Gameplay AI now takes advantage of platform sharing when possible.
-Gameplay Tweaked Munitions production revenues, image, and destruction variables.
-Bug Fix Fixed bug where player was not receiving munitions revenues.
-Gameplay Increase Munitions production costs.
-Gameplay Added a hard cap to auto production system so that it only produces an exact amount of vehicles needed.
-GUI Replaced factory production window with auto production management panel when auto production is enabled.
-Gameplay Added the ability to restrict factory to owner marque when under auto production. Only component contracts and vehicles using the owner's marque will use the factory while auto production is enabled. You can change owner in the "View Details" panel.
-Gameplay Added the ability to restrict factory production to certain models while using the auto production system.
-Gameplay AI will now discontinue vehicles if they are unable to purchase anymore outsourced components.
-Gameplay Generic Manufacturer AI's vehicle type selection is now more random so that some vehicle segments will not remain empty of competition. I may implement something for the AI to check how many cars are in a segment and specifically target it.
-Gameplay AI will now default to munitions production during war.
-Gameplay Improved vehicle pricing so they are able to maintain margins.
-Gameplay Improved AI's close factories and close branch systems so they can save money when needed. (Depressions and wars kill a lot of them.)
-Gameplay Improved AI's fiscal longevity during a game when testing only against AI.
-Gameplay: Disabled auto production of vehicles being sold under the material cost to manufacture them.
-Bug Fix: Fixed AI adjusting dividend rates that player sets.
-Bug Fix: Fixed bug that caused AI to increase dividend rates too high.
-Gameplay: Implemented a Stock Stripping Lawsuit action memo. If the player increases the dividend of a company to the point where it kills the company, shareholders will launch a class action lawsuit for damages.
-Bug Fix: Fixed munitions revenues, expenses, and other information not showing up in reports.
-Bug Fix: Possibly fixed case where factory subsidiaries can cause a buffer overflow for factory build costs.
-Bug Fix: Fixed possible issues caused by lobbying payments being higher than maximum lobby amount.
-Bug Fix: Fixed bug in calculating the maximum lobbying amount based on the size of your company.
-Gameplay: Increased the maximum lobbying amount. Decreased some effects.
-Bug Fix: Fixed several places where manufacturers could use a larger engine than racing series permits.
-Bug Fix: Fixed several places where manufacturers would use too weak of an engine in racing.
-Bug Fix: Fixed weight issues with engine layouts that have more than 2 cylinder banks.
-Gameplay: New AI companies will be generated if the game world becomes too empty.
-Gameplay: Reduced price's effect on buyer rating by implementing a limit which scales based on the wealth value of the vehicle type.
-GUI: Used vehicle sales now appear in the district and city "Competition" windows and in the Branch Distribution Competition panels.
-Bug Fix: If a outsourced vehicle contract is not renewed, the AI will no longer automatically remove it from the player's branches.
-Bug Fix: Fixed trim/new generation cost exploit. Ending production of a base model under development will now transfer to the development costs to any children models also under development.
-Gameplay: Disabled new trim/new generation of licensed vehicles.
-Gameplay: Changed AI factory build behavior to favor upgrading existing factories more than building newer, smaller factories.
-GUI: Added a Racing and Awards panel to vehicle information in the showroom. This will now show players Racing Wins, Championships, and various awards.
-GUI: Implemented an on demand report for the Racing and Awards panel in the showroom. This report will show more detailed information about the selected vehicle's racing results and awards.
-Bug Fix: Fixed Problem with the Po to XML translation converter that caused issues with cylinderless engine. (Hopefully our new translation program will render this obsolete.)
-Gameplay: Spinning off a wholly owned subsidiary now gives you the ability to select starting funds.
-Bug Fix: Fixed several issues with the contract factory assignment window that could possibly allow you to assign a bank factory line.
-Bug Fix: Fixed bug in the contract source location drop down that did not allow you to change where a contract was being pulled from.
-Gameplay: Governments can now confiscate your factories during war time. You have the option to sell it to them at a premium or fight them in court.
-Gameplay: You can now select which marque is designing a component. Design skill bonuses from this marque will be applied to the component and the marque will have "ownership" of the component in the event that the marque is spun off.
-GUI: Memos are now color coded from Green to Red based on their importance. This priority rating will also cause the memo window to pop up.
-GUI: Headlines to the memos you have already read are now in white text.
-Gameplay: Memos can now pop up and cause game simulation to pause. You can control the memo "Priority" which causes these popups.
-GUI: Contracts you have bid on are now marked with blue text.
-Gameplay: You can now cancel contract bids (in the same place you bidded on the contract).
-Gameplay: Vehicles that are designed with outsourced components now require fewer employees and produce more vehicles per line.
-Gameplay: Fixed bugs in the manual production amount system. If you enter the number of models you want to build, it will now build that many units.
-Gameplay: You can now name your race teams. If you do not provide a name, the game will use the assigned marque.
-Gameplay: Fuel types can only decline down to 0.5% to prevent completely dead fuel types in the game.
-Gameplay: Added additional cylinder, fuel type, and induction systems restrictions for racing series. These are available for modders, but won't be included in the core game.
-GUI: Moved "Total Transportation Costs" in Monthly report under Distribution costs column.
-Bugfix: Fixed several bugs and issues in the Branch Expenses report.
-Mod Tools: Implemented a "Clear Cache" button in the external settings editor. This program should delete and reset all the files that Steam doesn't delete when you uninstall. (Useful if you change GPUs or OSs too!)
-Mod Tools: Implemented additional Racing Restrictions to Race Editor.
-Maps and Mods: Historical war data and news articles up to 1980 for Base City Map.

1.22.3 SP1

-Bugfix: Fixed crash when looking at company stock holdings after the game has made some dynamically generated AI.
-Bugfix: Fixed bug where player did not received licensed engine revenues.
-Bugfix: Fixed bug in auto-production system that did not stop producing contract units.
-Bugfix: Fixed bug in auto-production system where the system would over produce contracted units for 1 turn.
-Bugfix: Fixed bug in Monthly Report that showed double the amount of sales when a vehicle is contracted out.
-Bugfix: Fixed bug in RnD vehicle painter that caused drop downs to not be properly labeled.



1.23 RC1

-Bugfix: Fixed crash regression when starting a game in 2020. (To whom ever reported this to me on IRC. You have to report bugs if you expect them to be fixed.)
-Bugfix: Fixed issue with consumers not purchasing vehicles after 2022.
-Bugfix: Fixed bug in racing revenues causing it to increase linearly every year.
-Bugfix: Fixed bug in contract revenues causing it to increase linearly every year.
-Gameplay: Racing and Contract revenues have been decreased based on difficulty level selected.
-Gameplay: Increased AI outsourcing prices.
-GUI: Civilian contract filter no longer shows racing contracts.
-Artwork: Cleaned up Jams and Gaps blending
-Bugfix: Fixed whiteout bug when flipping and mirror grills.
-Gameplay: Rewrote tutorial framework.
-GUI: Implemented Highlighting System for tutorials.
-Content Rewrite of main tutorial. Reduced reading difficulty from 6th grade to 4th grade level without losing content.
-Bugfix: Fixed issue with contract requests' fuel, cylinder, and engine layout restrictions
-Bugfix: Fixed issue with pre-game AI starting up racing teams in early game years.
-Bugfix: Fixed auto-marketing being available and marketing while marketing is turned off.
-Bugfix: Fixed new components memo incorrect year.
-Bugfix: Fixed tutorial highlight blinking speed on Linux
-Gameplay: All Base City Map AI now have "generic manufacturer" flag enabled.
-AI: Increased minimum ratings requirements for AI component selection. This will mean AI producing more components. So just be prepared when you buy them out.
-Maps: Base City Map War Newspaper articles up to 1993.
-Artwork: Added Exhausts, Wipers, and Radio Antennas to car designer.





1.23 SP1

-Bugfix: Fixed possible negative fuel popularity values.
-Bugfix: Fixed platform sharing showing any company that you own stock of or owns stock of you.
-Bugfix: Reduced City Destroyed memo priority if you do not have a factory or branch at that location.
-Gameplay: Added a high priority memo specifically if the city your factory or branch in was destroyed.
-Gameplay: Phase 1 of 4 optimization of turn times with new AI system.
-Bugfix: Fixed a German character appearing in save game year when loading save games in Windows.
-Bugfix: Fixed bug where loans were being paid off early.
-Bugfix: Fixed bug in GUI that showed incorrect coupon rate for bonds.
-Gameplay: Adjusted Bond and Loan interest rates.
-Gameplay: Game will now warn players if they are designing an engine with an unpopular fuel type.
-Gameplay: Game will now warn player if they are designing a car with an engine that uses an unpopular fuel type.
-Gameplay: You can disable the fuel type warning on a per game basis.
-Bugfix: Fixed a bug in District Factory Upgrade which didn't charge enough time or money for an upgrade.
-Gameplay: Increased factory upgrade time requirements per each upgrade.
-Bugfix: Fixed Benefits Rounding Errors in the display.
-Gameplay: Information is now updated after agreeing to benefit changes.
-Gameplay: Changed some charts to only show a maximum amount of data. To reduce chart clutter.
-Gameplay: Moved Line Chart Legends to the side instead of below, thus increasing the amount of area we have to use.
-Bugfix: Fixed missing data in Networth chart. Networth now matches stock report's book value.
-Bugfix: Fixed memos glowing after memo popup.
-Bugfix: Fixed File Cabinet not working after applying changes to in game settings.
-Bugfix: Fixed Auto Wage Margin rounding issues.
-Bugfix: Changed all rounding of floating point numbers to a new system using fmtlib. As such there might be a few errors here and there where there are additional decimals points than needed.
-GUI: Fixed gearbox smoothness text overlap in View panel.
-Bugfix: Fixed production unoptimized memo firing after recondition all, when the player has no factories.
-Bugfix: Fixed missing/unselectable AI text logos for Dynamically generated AI in several lists in the stock system.
-Bugfix: Fixed scientific notation appearing in Annual and Quarterly reports.
-Bugfix: Fixed bug not allowing a loan to be taken out in one save game if a player took out a loan in a different game, and returned to the main menu without ending a turn.
-Bugfix: Fixed bug displaying incorrect IPO information
-Gameplay: Adjusted amount of shares sold during IPO.
-Bugfix: Fixed bug with racing lock on race series that requires vehicles.
-Bugfix: Fixed bug causing lobbying tax savings not to work.
-Bugfix: Fixed bug that could cause incorrect development time to be displayed when designing a trim of a vehicle under development.
-Maps: Base City Map War Newspaper articles up to 1995.


1.23 SP2

-Gameplay: Rename Components from RnD Component Modification window.
-Bugfix: Fixed bug in reports system that caused additional double reporting of contracted vehicles in the vehicle sales revenues and sales figures numbers.
-Bugfix: Fixed issue with AI company's IPO values being extremely high.
-Bugfix: AI selling too many shares at IPO.
-GUI: Component selection system has been merged with the View Window. Thus giving you all the component data in one window when selecting components.
-GUI: Expanded Component List's data. Implemented a way to order the component selection lists.
-Bugfix: Fixed issue causing factory costs to be too high during munitions production.
-Gameplay: Increased Munitions Revenues per line.
-Bugfix: Design Finish dates now show number of months and the finished date.
-GUI: Removed day values from date stamps.
-GUI: Several fixes to bad decimal information due to changes made in SP1.
-Bugfix: Couple of bug fixes historical to data used in the reports due to optimizations made in SP1.
Gameplay: Optimizations to Sales reports and AI factory clean up code. 12% gains over previous code. Approximately 1.5% turn time reduction in a large save game. (Couple more optimizations to come.)
-Bugfix: Fixed bug causing all chassis length and with to be high in game years before 1946.
-Gameplay: Tweaked AI component design sliders for chassis', engines, and gearboxes.
-Gameplay: Optimized factorycleanup, sales report, and half of city sale's report processing time. More optimizations to come over the next few builds.
-Gameplay: Ordering more outsourced units from the AI will now cause the units per month to be regenerated. The amount of units per month is equal to the amount of units needed divided by 12.
-Bugfix: Fixed some missing variables in recent player action text.
-Bugfix: Fixed bug that caused other components to appear in "Used In" list in the View Parts window.
-Bugfix: Fixed bug that did not list parts licensed or purchased from other companies in the modification window. This caused the player not to be able to discontinue these components.
-Gameplay: Added "All Vehicles" to Model Compare and Marque Catalog. Please note, this system is slow in large save games. List pages are coming soon, to optimize large lists.
-Engine: Players can now purge old historical data from the game. This reduced the save file size by 25% which can make loading and turn times faster. Additional savings will be sought soon.
-Gameplay: Redesigned the Consolidation name generator in the hopes of fixing the "File Not Found" name bug.
-Bugfix: Fixed Outsourcing/Licensing hot keys in RnD
-Gameplay: Starting funds are now interpolated between starting years. (Funds used to be attached to fix dates that older versions of the game used to use.)
-GUI: Fixed ordering of some ratings in components/vehicles so that assisted, advance, and view panels match.




1.23 SP3

-Bugfix: Fixed decal sliders changing position when selected.
-Bugfix: Fixed View Part Window not resizing child widgets when resized.
-Bugfix: Fixed bug preventing the vehicle year to be changed to the finished design year.
-Gameplay: Disabled district locking on branches when auto production is enabled to prevent breaking the Auto Production system.
-Bugfix: Fixed crash with the "View Vehicle" button in the World Map Branch Distribution Window.
-Bugfix: Fixed bug with estimated vehicle development time when the player zeros out all sliders on a new vehicle design.
-Bugfix: Fixed bug in the save game system that was causing the file not to be saved and several SQL errors.
-GUI: Added "1/" in front of the year on the "All Time Sales" report to clarify that it is only updated once a year.
-GUI: Added delete confirmation when deleting custom body designs.
-GUI: Component Selectors when designing a new vehicle will now either select the currently selected component in the list. Or choose the first one.
-GUI: Factory Rating is now shown in World Map Factory View Details. And an average of Ratings is shown in District Factory View Details.
-GUI: Shipping Costs has been added to the Cities Sales reports. Report columns have been reorganized for better readability.
-Gameplay: Dynamic City Growth Rates have been doubled for cities under world map average population or per capita.
-Gameplay: Optimizations to the Dynamic City Growth Rate system.
-Bugfix: Fixed bug allowing AI to make vehicles with the same base name as player, thus clogging up the "Used In" list.
-Bugfix: Fixed random name generator to stop recommending names that are already used by other components or vehicles.
-Gameplay: Added a generate new random name button (Dice right above the Text Box you enter names into).
-GUI: Added Morale back to HR lists.
-GUI: Added a "paging" system to Factory Production, Branch Distribution, and all Showroom lists. This should improve window loading times in large save games. More will be added in SP4
-Gameplay: Adjusted the quality of AI branches based on the size and wealth of the city compared to the global average.
-Bugfix: Fixed development pace slider effecting estimated finish time incorrectly.
-Gameplay: Increased AI's use of player components via platform sharing.
-Gameplay: Increased AI's minimum ratings requirements to license/purchase components from other AI or players.
-Bugfix: Fixed AI licensing signing fee exploit.
-Bugfix: Fixed licensing fees being tax free.
-GUI: Restart production system is now using the new component selection system.
-GUI: Build Components/Vehicle marque selector now defaults to your parent company.
-Bugfix: Fixed 7 appearing as 17 on non-English keyboards.
-Gameplay: Excluding Outsourced and Licensed vehicles from yearly awards.
-Gameplay: Excluding Outsourced and Licensed components/vehicles from company equity calculations, thus reducing stock price and bond evaluations due to outsourcing.
-GUI: Added Year and Active status to Marque Catalog and Model Compare.
-Bugfix: Fixed Model Compare's Bore/Stroke display
-Bugfix: Fixed issue with Furloughed employees not being added to the system.
-GUI: Added Monthly Idle costs to factory build screens.
-Gameplay: Adjusted auto-marketing system for large companies.
-Gameplay: Turn time optimizations. 20% gains for Windows, 5% gains for Linux and OSX (more gains coming to Unixes in a couple of weeks.)




1.23 SP4

-Bugfix: Fixed textbox not working on World Map Marketing
-Bugfix: Fixed Horizontal slider bug in 1080 resolution web browser.
-Bugfix: Fixed background image for reports that are wider than one page.
-GUI: Webbrowser on 1080 resolution or larger will now have browser controls on the side instead of the bottom of the scree. This allows for 1050 monitors to support the larger reports system.
-GUI: Possible optimizations to the reports GUI which should speed up rendering.
-Bugfix: Fixed some stock value issues in the Stock Value and Networth charts.
-Bugfix: Fixed broken awards system.
-Bugfix: Fixed wrong unit bid amount displayed in RnD Contracting Bids for naval engines.
-GUI: Implemented a warning pop up message for DirectX 9 users when they Alt-Tab out of the game.
-Engine: Removed Fullscreen option for DirectX9. Fullscreen has been replaced by a fullscreen borderless window. This is to prevent crashing from people alt-tabing out of the game while fullscreen. If you need low resolution full screen, please switch to OpenGL renderer. (Hopefully in the future, we will include an OpenGL3 renderer as well.)
-GUI: Fixed Outsourced Sales Help button not working.
-Gameplay: Cancel Licensing/Outsource for sale button.
-Engine: Engine backs up 5 log files, in case you crash the game but don't immediately email me.
-Gameplay: Winning any sort of contract now resets the AI production system, which means contracted components/vehicles should get priority before consumer models.
-Gameplay: Fixed bug causing only water and electric military contracts.
-Gameplay: Adjusted vehicle length values.
-GUI: Converted lobbying image into text so I could fix spelling and grammar issues.
-Bugfix: Fixed bug in the factory expense report which caused factory costs not to match expenses summary report nor Monthly report.
-GUI: Fixed list overflow issue in modify components lists.
-GUI: Manual entry production no longer adjust automatically. You have to click a button first before manual entry production adjust the sliders.
-Gameplay: Manual entry production now attempts to find a production speed value with the current set production lines before it adjusts production lines.
-Bugfix: Fixed district manual entry production slider adjustments to be more exact.
-Engine: Updated SQLite to 3.22
-Gameplay: Turn time optimizations, approximately 8-10% improvements in turn times.
-GUI: Changed ordering of vehicles in Auto Commands. Vehicles are now ordered by Marque, Model, and then Year.
-GUI: Added missing year to vehicle names for Model Compare in Showroom.
-GUI: Added pages for Auto Command lists.
-Maps: Military War history now up to 1998.
-Maps: Flag changes for all cities.
-Maps: National name changes for Base City Map
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
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#2
Almost two weeks since I made this thread, but I have been working almost non-stop since then!

So what did I do? Well, the most of the internals to the contracting system has been rewritten. The new system expands the amount of data exposed to the .xml files, thus allowing you (and me) to modify the values easily. It also allows us to create different contract types that have different specifications easier.

I've also implemented the ability to support chassis and gearbox contracts, although these are currently not in the game as they will be added in v1.22.2 when we get an update to the licensing system.

I've also changed some of the requirements for engines and vehicle contracts. We no longer have a CC requirement for most contracts (there will be a CC requirement for racing contracts, but more on that in v1.22.2).

The GUI for the contracting system has been overhauled, you will no longer have to read a big thing of text to see the requirements of the contract. We've also merged the parts/vehicle selection list into the same window. And the requirements will change green or red based on which requirements you have met or do not meet. The list of parts/vehicles will list all your parts, but they will be color coded as well for which meet the requirements, which do not, and which you have submitted already.

I still have many new features to add to the contracting system, but since I got the new internal system on par with the old system in terms of functionality, I switch over to the recent string of bug reports that missed our SP2.

On a final note, I have pushed back the last couple Document Saturdays and Map/Mod Monday's. I'm queuing them up for some forced "laptop time". Since programming on my laptop is slow and gives me a headache, it would be better for me to spend time on the laptop more wisely doing document and mod tool stuff.


The following change log may be incomplete, as I did run across a couple bugs here and there that I fixed but did not document...

- Engine Feature: Added more contracting system data to external .xml files for modding.
- Game Mechanics: Added support for chassis and gearbox contracts, though not implemented in game yet.
- Game Mechanics: Rewrote Contract Generation, AI bidding, and contract awarding code for new features and systems.
- GUI: Redesign contracting GUI window layout.
- GUI: Removed most of the "About" for the contract.
- GUI: Contract requirement table, that color codes based on what passes the contract requirements and what fails. Generated text telling you which requirement you failed and why.
- GUI: Removed parts/vehicle selection window and merged the list into the contract window.
- GUI: We now show all parts/vehicles in the contract list, but color code the listing based on if they pass or fail the requirements, or if you have submitted a bit with that unit.
- Bug Fix: Fixed Base City Map Miami Per Capita for 1900-1950.
- Bug Fix: Italian translation file causing magazine not to work.
- Balance Tweak: slightly boosted gear's effect on acceleration. (from 0.5s to 1.5s.)
- Bug Fix: Fixed Bore Slider issue with engines that have more than 2 banks.
- Bug Fix: Fixed AI issue with bore, length, and width with engines that have more than 2 banks.
- Bug Fix: Fixed bug in AI Racing engine generation that caused engine lengths to be very long, thus very heavy, due to incorrect math with the engine banking system.
- Bug Fix: Fixed bug where stocks could reject player take over if the player owned 50%+1 shares.
- Exploit Fix: Put monthly purchase restriction in the save game to prevent player from buying multiple companies on the same turn by exiting the game and returning.
- Bug Fix: Fixed bug in the stock reports that occasionally showed the 52 week stock lows being higher than the 52 week stock highs.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
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#3
v1.22.1 is about 75% done, still a few more large things to do though. The biggest ones left are fulfilling contract orders faster than the monthly values, assisted designer for contracts, and vehicle contract pull locations. Anyway, I'll be spending the next 10 days or so working on map content and documentation before I switch back to code and finish those last 25% tickets. Hopefully v1.22.1 will be ready first week of next month.

Also our ticket server is either about to crash or under heavy stress (it's a Pentium 4), so I have to manually move tickets and code to a new repository. This will take up a day or so.

So what have I taken care of since the last update?
- Bug Fix: Fixed AI's and player's ability to get too many loans/bonds.
- Bug Fix: Racing Champ Memo firing when racing is suspended due to world wars.
- Bug Fix: Merging with company no longer makes you lose tech that you have unlocked, even if your skill points are lower than the req.
- AI Improvement: AI will chassis selection now weighted to vehicle type's cargo importance rating. Thus small chassis for smaller vehicle types and bigger chassis for bigger types when choosing an existing chassis.
- Gameplay: Chassis stability slider now effects performance ratings a little more.
- GUI: Display racing XP points in the "View Teams" window.
- AI Improvement: AI racing now checks to make sure vehicle's selected have a minimum HP, and if not, designs a specific vehicle for racing. This is to prevent low powered vehicles in series.
- AI Improvement: AI replaces engines/vehicles from racing series more often.
- Gameplay: You can now submit more than one bid per contract.
- GUI: Contract Submitted vehicles and components are now blue color in the selector.
- GUI: Fixed several wording issues and added more information in the various contracts memos.
- Gameplay: Balanced contract requirement for various contract types, to bring them in line with realistic numbers.
- Gameplay: Removed some unrealistic engine contract types such as large ships. (They can always be modded back in, I recommend adding some marine engine types if you do.)
- Gameplay: Added some new engine contract types.
- Bug Fix: Crash if you hit enter twice on "End How Many Turns" window in the office.
- GUI: Redesign of Engine Contract Factory Selection GUI. Added some new features and information.
- Gameplay: Engine (and soon other components) now have a number of units produced per production line. The game will produce only the amount of units needed, and not more. This means you can fill multiple contracts with 1 production line. Or if you have a really big contract, it may require multiple production lines.
- Bug Fix: Several fixes to a full screen resolution regression bug caused by a fix for a rare bug in v1.21 and older. This was pushed as a hotfix for Default build users. Testing build will get this for v1.22.1
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
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#4
It's been just about 2 weeks since I last updated this thread. Unfortunately I had to take about 10 days off, away from the development computers for family related issues. I did spend some of those 10 days working on documentation with my laptop. I've got most of the basic information on the mod tools finished. Only a couple more editors remain to be worked on and documented, before I move on to the final game play manual/in-depth overview of game variables. I will eventually be making some videos for the mod tools, after I finish the existing in game map's data. You can find this page by clicking Help, then Manual in the game, or by going directly to the site: http://wiki.gearcity.info/doku.php

Upon returning I've been able to knock out a number of tickets. v1.22.1 is looking for a first week release in August, most likely the 2nd, 3rd, or 4th. While I could push it out sooner, I want to test out this contracting system a bit more, knock out a couple minor tickets, and catch up the map data.

- GUI: Added number of units needed to the vehicles Assign Contract side panel.
- GUI: Added list of factories producing the vehicle and how many are being produced for the vehicles Assign Contract side panel.
- GUI: Added number of units needed to the engine Assign Contract side panel.
- GUI: Added list of factories producing the engine and how many for the engine Assign Contract side panel.
- GUI: Color coded Contract List based on filled or unfilled in Assign Contracts panel.
- GUI: Unfilled contracts no matter the type will cause a popup window in the office.
- Gameplay: Contract Units can be filled all at once if you have enough units. For vehicles, the minimum number of units (monthly requirement) are shipped first, then vehicles to customers, then any remaining vehicles can be shipped to contracts as extras.
- Gameplay: Enabled/Disable filling contracts all at once in the "Autocommands" section of the Mega Menu. It is defaulted to on.
- Gameplay: War now causes contracts to cancel. The exception to this is military contracts for your HQ country.
- Gameplay: You can now terminate contracts prematurely in the Assign Contracts Panel. You will have to pay the breach of contract penalty.
- Gameplay: You can now assign the first priority factory to receive vehicles from in a contract. The game will pull from this factory first to fill the contract requirements before it gets the required vehicles from other factories. You can find the drop down in the Assign Contract panel. Only the factories which are producing the vehicle is listed.
- GUI: Factory Production side panel now shows number of units required for contracts.
- Bugfix: Fixed bug in district lock estimated transportation costs for district branches.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
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#5
v1.22.1 has been released.

The newest feature since the last post is the assisted contract engine designer. You can find the drop down box and buttons in the assisted engine designer. I will expand this to chassis and gearboxes when contracts for those components make it into the game. And I will also add it to vehicles when we get some pre-made vehicle bodies.

Here are the other things we implemented since the last post:
- Feature: Assisted Contract Engine Designer. Automatically attempts to design engine for selected contract.
- Bugfix: AI spending too much money on racing in the first year in late state games. Thus causing them to go bankrupt early.
- Bugfix: Fixed missing data in vehicle and city reports if the vehicle was in production but not for sale.
- Bugfix: Image report used design luxury skills rather than luxury image.
- Bugfix: Selling or Spinning off Marques does not change Used Cars owner, thus giving the former parent company OEM parts revenues from vehicles they no longer service.
- Bugfix: Fixed incorrect unfunded pension data in Monthly Report and Expense Report.
- Bugfix: Fixed two extra buttons bug in Share Dilution Lawsuit action memo.
- Bugfix: Fixed bug causing dividends not to come out of player on hand funds.
- Bugfix: Reordered awards award order so that the player can not get best in world without winning a regional award.
- Bugfix: Fixed bug in assisted vehicle designer where estimated values, ratings, and prices would not update after changing a component unless the player moved a slider.
- Bugfix: Fixed Broken Refit and Trim button in Modify Component Refit menu.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
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#6
Spent the last week working on map data and waiting for any major bugs in testing build that needed to be fixed for SP1. A couple of minor bugs were fixed in this time, and the Base City Map war data is now up to 1963. I'll now shift back to full time programming for v1.22.2.


- Bug Fix: Incorrect Min/Max Estimated Shipping Costs
- Bug Fix: Missing Random Fluff News Articles
- Bug Fix: Contracting Memo showing all contracts.
- Content: War/Coup/Conflict new articles and government stability between 1945-1963 added to Base City Map.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
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#7
Here is the most recent update on v1.22.2 progress:

- Gameplay: Non-manufacturer racing teams are now directly visible in racing series.
- Gameplay: Non-manufacturer racing teams generate contracts for engines and vehicles that the player can bid on.
- Gameplay: Player funded racing series now automatically generate contracts for selected engine or vehicles. This can be disabled in the Advanced Game Settings.
- Bugfix: Fixed Incorrect starting popularity values for Fuel Types.
- Bugfix: Fixed duplicate selection IDs for components/vehicles, which caused some minor AI selection issues.
- Bugfix: Fixed possible text overflow when displaying how much it would cost to acquire a company.
- Bugfix: Fixed Branch Expense report. Data was offset by one month.
- Gameplay: Removed discount for bulk transportation of vehicles and changed transportation to a flat rate. This should resolve complaints about incorrect "Estimated Transportation Costs".
- GUI: Made newspaper background a little more grey.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
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#8
I've been working on the second phase of the Licensing/Contracting system. This new expansion of the Licensing and Contracting systems allow you to purchase or sell produced chassis, engines, gearboxes, or vehicles units.

What does that mean? In the past, if you bought or sold a license, the purchaser had to produce the units themselves. In short they bought the rights to make the design. In the new "Outsource" system, the buyer purchases manufactured units from the seller. Thus the seller must produce the units in their factory. This is handled with the contracting system. When the player or AI purchases units, a contract is generated for the seller, then the seller must fill the contract as they would any other contract.

The finished units are then shipped to the purchaser to be used in their vehicles (or rebadged vehicles themselves). Because a secondary party is manufacturing parts of your vehicle, an inventory system had to be implemented. Thus production of vehicles with outsourced components are limited to the number of components in inventory.

Realistically, many smaller niche manufactures rely on outsourced components. Lotus for instance uses Toyota engines. 80s Rolls Royce used GM transmissions, and the GEO division of GM was completely badge engineering...

Along with the new contract changes to racing, the new system adds some interesting dynamics to the game. You want to run a company like Cosworth? You can now design and sell engines to racing teams and other manufacturers. Want to run a manufactureless company like the failed Visionary Vehicles? You can outsource all your vehicle production/design now. Heck, you want to be the next Allison Transmissions? Make your billions only manufacturing gears in GearCity! Smile

This is the last major feature to be added to GC. Currently I've been working on it for 17 days. I have roughly 10 more days left of work on it. Currently the AI uses the system well. I have a lot of work to display inventory levels, and make sure everything works OK on the player end. I plan to get v1.22.2 done by the end of the month. I will push other medium/minor v1.22.2 features back to v1.22.3. In v1.22.3/v1.23 I will expand the system one step further to allow platform sharing with companies you own a majority share in.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
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#9
The Component and Vehicle production outsourcing/purchasing system has been implemented. There are probably still bugs and additional things needed to be worked into the system, but it seems to work fairly well. I then switched to the few remaining features for this build and some bug fixes. A couple of proposed features didn't make the cut for the game, particularly building other company's war contracts.

But what did make it in?
- Gameplay: AI or Player can now put produced components and vehicles up for sale.
- Gameplay: AI or Player can now purchase already produced components or vehicles.
- Gameplay: Expanded contracting system to generate new contracts based on sold finished products to other manufacturers.
- Gameplay: Implemented inventory system for purchased components.
- Gameplay: Limited production of vehicles based on the number of purchased components.
- Gameplay: Removed purchased components from the ability to be licensed, contract submitted, or raced.
- Gameplay: Implemented an automatic contract renewal system for purchased components/vehicles. AI and Player can cancel these contracts at anytime.
- Gameplay: Reduced race winnings now that racing contracting is implemented.
- Bug Fix: Fixed duplicate NOA/NAD AI company logos.
- Artwork: Added "gap" decals used to make door jams, hoods, etc.
- Bug Fix: Fixed several bugs not allowing players to submit contracts in the Office and RnD.
- Bug Fix: Fixed wrong coloring bug when showing if a component or vehicle meets a contract requirement.
- Bug Fix: Fixed bug where country limited contracts where not appearing when they should be.
- Gameplay: Implemented a Contract Renewal request system for non-manufacturer contracts. Once a contract is complete, there is a chance your customer will ask for more units, you can decline or approve.
- Gameplay: Implemented a War Munitions system. Factories in war zones can now convert their plants to munitions production. Producing munitions will increase the chances of your factory being destroyed, but will provide you income even in foreign countries. Producing munitions in foreign countries will hurt your image ratings globally.
- Bug Fix: Fixed bug where vehicle licensing royalties and fees would display $0 in the licensing window.
- Bug Fix: Fixed crash on regional maps when selecting regions that do not exist in the game.
- GUI: Removed regions that do not have cities from the premade region lists.
- GUI: Improved decal placement system, by fixing several annoying conditions and bugs.
- Bug Fix: Calculated debts directly from the data for Bid on Bankruptcy action memo.
- Gameplay: Implemented a "Wait" button in Bid on Bankruptcy action memo, so you research the company further before you buy them. The memo will appear after you return to the Office from another "room". If you end the turn before making a decision, the game will decline the buy out.
- GUI: Added missing smoothness ratings to gearbox and engine licensing windows.
- GUI: Added help button to Min/Max Transportation Cost info in the branch distribution side panels.
- GUI: Added Total Units Needed for Contract information to the Factory Production side panels. Additional information added to the Assign Contracts side panels as well.
- Gameplay: Adjusted Factory worker wages for different difficulties. They will also get an incremental bonus to the base wage every year as factory workers become more technical/skilled laborers.

Finally there were several other bugs that I ran into testing things, but I haven't documented them.

I have one more thing to look into, then I start play testing, packing it all up, and then shipping it out as v1.22.2. I'll probably work on some more map data and wiki data in between v1.22.2 release date and this last ticket.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
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#10
v1.22.2 SP1 will be delayed for a couple of days as there has been a nice amount of bug reports submitted to me this last week. I'd rather just do 1 large supplemental patch instead of being bogged down for several smaller SPs.

-Maps And Mods: Added Base City Map war history and government/conflict status between 1963 to 1975.
-Bug Fix: Fixed several math issues that could cause a problem in the optimized build of the game in Windows.
-Bug Fix: Fixed racing series displacement checks for contracts.
-GUI: Added race series maximum displacement information to the side panels of the contract window.
-Bug Fix: Fixed incorrect data in the Contracts Granted memos.
-Bug Fix: Fixed bug in Contracts Revenues report that did not show the last month of a completed contract.
-Bug Fix: Fixed filled/unfilled contract coloring for components contracts.
-Bug Fix: Fixed bug which did not automatically select contract in assignment lists.
-Bug Fix: Fixed bug in the shipping extra vehicles to contracts system.
-Bug Fix: Fixed bug in RnD and Office where gearbox contracted components lists were not cleared after use.
-Mod Tools: Fixed Music Folder Copying and music.xml generation.
-Mod Tools: Added a check to the Music Editor so that the moder does not add more than 1 song per state besides the "All" state.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
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