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eukadealer

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Everything posted by eukadealer

  1. Hello there and welcome on the back of onbu. a few things: you dont have to read it all at the start. If you play the topics will be given on the rigth whenn something connectec happens. if you first experienced poisen the poisen notification will be given and clicking the note opens the tutorial on the poisen site for example. Seems like a bug to me. on my 5-6 game starts in this version i never experiends somethinge alike. The black/white worker post is placeholder because the "final" art wasnt finished for this version. Because the building is new. IN fututre version it will got a colored version. Your worker can be given Task at the worker post. Generel means they do every job possibe(haul, harvest und building things) But if you need more controlle build 3-4 of the posts and give every building there own task (+ maybe 1 for generel) So you vould simple switch the necesary jobs and numbers if nothing is to harvest anymore or you need an harvest army after an poisen pollen storm more hands to get off this poison plants quickly.
  2. Hello, seems that the feeding catapult have a max stock of 20 Onbu feed. But the worker stoped restocking after 1 is there. Carrier jobs do stock up more when possible. But the worker simples stands around with nothing to do.
  3. things i miss or wish for next: -with the new harvest filters i would like to see one for the poisened plants only. -would be nice if mycologist, farm and berry gahterer could destroy poisend plants in there area by them self. if i dont want them to get poisened you could add an iotion in the buliding if the worker should do this. -maybe allow the berry collector to plant new ones to restocke after an infection or relocate other berry bushes. Other option would be that the berry gahter influence support berry bush regroth. maybe after a certain reseach option unlocked so that i cant spam berry bushes for food from the start. -would be cool if poisened villiagers would try to go to the next doctor/hospital to get cured. Long term gathers will mostly die because they run infected far far away to collect stone and the doc have nearly zero chance to reach him -please change the air well so that it produce in deserts. in Dune the fremen also are able to use this air well tecnology to gather water. so our villagers should be able too. Make the production less good with maybe 10-25%. this would make me able to start in desert and set up a farm.
  4. First impression after one new try: + new priority Buttons and Filters for Harvesting, so much easier now to let the berry bushes intakte when cleaning the complete map - now i would like an harvest filter that sets up a priority to the job. So i could set up the importend harvest jobs in 1 task in stead of 2(harvest job + priority order) +new Building for setting up certain generell, Harvesters, carriers and Builder jobs make it much easier to controll the village - if i want to set up each job group i need 4 of these buldings. +nice new building paintings +now i can see when sending explorers which ressources i have and need. +with the later poison nomades i could be able to realy help them this time. Generell ideas for improvment: -Because stone is still very rare as ressource from the start maybe increase the ammount gicen from one smal stone from 3 up to 4 or 5? or try to add a bigger stone that gives more stone
  5. nice. cant whait to see how it feels now.
  6. version 0.1.4 appaered from the 4th zoom stage and up. got these graphic bug on many starts.
  7. if you want to buld multiple Buldings of the same type you can hold shift. This mechanic is the same by moste RTSs like Age of Empires or Supreme Commander. The Rainmaker is a little off the scenario if you asked me. I would prefer id they instead reduce the air well output to 10 or 25% instead of zero. The fremen of dune use the same tech to supply themself with water.
  8. I would like to set the available Jobs in Priority list. for Example that i can set that my scavenger Jobs are filled before my Sawmills. I would like to have or hire separate carrier, builder and harvester jobs. It feels like my guys are still doing with the freelancer seeing that I don't need them either right now. I would like to see in the population tabe how many jobs i have open/total. only if i have idle population i can guess that all jobs are full. Production Buildings should get there resources from carriers instead that the worker runs arround dont work the ressources. Then the storage is full and nothing new is producing the worker/carrier should make space by delivering it to stoarage or buildings in need. Storages need a carrier job that delivers there resources to nearby buildings which needs them and should collect resources from them when produced
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