Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
1.23 Progress Thread
#11
v1.22.2 SP1 is out. Here's what I've done since the last forum post:

-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.
"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
Reply
#12
Time for another progress report:

I've knocked out platform sharing, the core of the Auto Production system, and improved the AI somewhat. I still have a little more to do with the front end of the Auto Production system. Then I will be moving on to a few bugs and minor features. I would say v1.22.3 is about a third of the way done, with all major tickets knocked out.

-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.

Some more undocumented bug fixes along the way that I forgot to log.
"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
Reply
#13
About to go to bed, so this will be brief.

-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.
"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
Reply
#14
v1.22.3 is finished however I may not be available over the next few days to do hot patches for it. Instead of possibly releasing a breaking bug I have pushed the release date back one week to November 17th. In the meantime, I will do a little more AI tweaking and work on the missing world map data.

v1.23 will come out shortly after v1.22.3, it should not require any save game changes, as I will mostly be focusing rewriting the back end for the tutorial system for the last time.

-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!)
"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
Reply
#15
V1.22.3 has been released, was slightly delayed due to some linux build issues and morning unforeseen appointments this morning.

Here is some additional stuff tacked onto this build:
-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.
"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
Reply
#16
I'm working on a Supplemental Patch for v1.22.3. Unless any major issues arise, it should be out around Thursday.

Here is what it will currently include:
-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.


I am also working on map data in between bug submissions over this time period. As of this post, I'm almost done with 1982.
"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
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)