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Jammed_Death

Private
12 Badges
Feb 27, 2021
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Hi guys, i play this game since first version, bought on epic...passed from all the patches and now that we are almost at the end of the roadmap i think i want to give two words...since last patch i started a new game, i am now at day 600, almost every resource in the map depleted and working with trade, thanks to the food production i can have everything i need from other town.

BUGS:
-people still walk on the water, i think it's something related to winter storm when lake are frozen, but happens even wihout the storm.
-people sometimes do nothing, like wandering around instead of doing theyr job or just ignore it, even in emergencies or setting priorities. Sometimes they cross the map instead of using the road i build for them.
-world map glitch since last patch, sometimes specialist get stuck, vehicles appears in the colony but you can't do anything
-irradiated, injured or infected people don't go directly to the medic, so sometimes they just die after a while
-food counter after passing 10000 need more space in the interface
-even with tons of resources and 15 carriers, when winter comes burner take 2-3 days to charge and stay in "waiting resources"
-a general people movement improve, i think part of this bugs are related to people not understanding what have to do and where to go


ADVICE:
-production stats from the buildings need improvement, i still can't understand how much things i produce
-let me clean buildings before they reach a critical percentage of contaminated, i have lots of building with 25% contaminated since last fallout and can't do anything
-rework the maintenance depot...either make the area bigger, more work areas based on workers or just a building with people that work everywhere, like carriers, but for repairs
-resource management...if i have to pick things up from a stockpile to move somewhere, i have to destroy stockpile and use specialist to go faster before everything go wasted. I want the ability to pick resources or autoremove, like if a stockpile or warehouse have plastic and i put the "no plastic allowed" from options, carrier should go and remove it.
-improve specialist ability inside the colony...let them pick resource for buildings, help decontaminate (if some citizen is already set for cleaning, specialist don't go), let them do things even without intervention, like repairs, carry and whatever...they just wander around until i round em up to pick resources or go in the world map.
-some terrain editing? I hate geyser and holes :D
-ability to directly build improved building after research instead of upgrading...i mean, auto extractor are completely different from normal extractor, so why i have to build it first?
-option to remove the work area and maybe the "full" icon, now after 600 days and like 30 stockpiles, i have the floating icons and the work area all around...if i select stockpiles i just saw a completely white area killing my visual...it's a bit annoying. Maybe edit so it be less annoying, like not floating...


I think i wrote everything, one last thing. We need an endgame...i don't know if you have plans, but after surviving and depleting everything, there is not much to do a part trading...
 
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Welcome to the forums, chum.

Lot of good suggestions here, and I think a few of these are going into the books. It's late in development though, so I don't see anything getting done in a short amount of time. That's how it goes often.
 
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For your firewood problem. Could it be your stockpiles are not near your burners? Also, I found out if you build your sawmills away from your town. The firewood stays at the mill waiting for carriers
 
Heya! Thanks for your post, I will try and address it here :) Oh and of course, welcome to the forums and the Aftermath!

BUGS:
-people still walk on the water, i think it's something related to winter storm when lake are frozen, but happens even wihout the storm.
-people sometimes do nothing, like wandering around instead of doing theyr job or just ignore it, even in emergencies or setting priorities. Sometimes they cross the map instead of using the road i build for them.
-world map glitch since last patch, sometimes specialist get stuck, vehicles appears in the colony but you can't do anything
-irradiated, injured or infected people don't go directly to the medic, so sometimes they just die after a while
-food counter after passing 10000 need more space in the interface
-even with tons of resources and 15 carriers, when winter comes burner take 2-3 days to charge and stay in "waiting resources"
-a general people movement improve, i think part of this bugs are related to people not understanding what have to do and where to go
- Known issue we are working on!
- Both of these issues should be improved in the next patch that should be coming soon! :)
- Known issue we are working on, also should be fixed in the next patch!
- Again, something that should be fixed in the next patch as we are doing an overhaul of the colonist AI.
- Known issue - I will raise this one up again to our UI designers.
- This is something we are trying to improve - the burners are different kinds of buildings and so in some cases, even with having 15 carriers you might just have too many carrier tasks for the colonists to perform so they never get around to filling the burners. We know the AI needs more work even after the above mentioned overhaul, so hopefully we can get this sorted out soon too!
- Again, should be fixed with the colonist AI overhaul :)

ADVICE:
-production stats from the buildings need improvement, i still can't understand how much things i produce
-let me clean buildings before they reach a critical percentage of contaminated, i have lots of building with 25% contaminated since last fallout and can't do anything
-rework the maintenance depot...either make the area bigger, more work areas based on workers or just a building with people that work everywhere, like carriers, but for repairs
-resource management...if i have to pick things up from a stockpile to move somewhere, i have to destroy stockpile and use specialist to go faster before everything go wasted. I want the ability to pick resources or autoremove, like if a stockpile or warehouse have plastic and i put the "no plastic allowed" from options, carrier should go and remove it.
-improve specialist ability inside the colony...let them pick resource for buildings, help decontaminate (if some citizen is already set for cleaning, specialist don't go), let them do things even without intervention, like repairs, carry and whatever...they just wander around until i round em up to pick resources or go in the world map.
-some terrain editing? I hate geyser and holes :D
-ability to directly build improved building after research instead of upgrading...i mean, auto extractor are completely different from normal extractor, so why i have to build it first?
-option to remove the work area and maybe the "full" icon, now after 600 days and like 30 stockpiles, i have the floating icons and the work area all around...if i select stockpiles i just saw a completely white area killing my visual...it's a bit annoying. Maybe edit so it be less annoying, like not floating...
- Work for this is on going right now - we know it needs to be much more clearer.
- Fixes for this are being discussed too!
- The work area can be scaled the same way the Stockpile's work area can, but I will forward this feedback to the rest of the team still. We do know it is not working as it really should right now.
- We are planning improvements for the resource management and logistics in the game. I'll forward this feedback to the discussions :)
- Specialists and what they can do are also in our plans - can't say more than that for now :)
- Terrain editing has been requested before but tbh not sure if this really fits into the game itself - I'll make another note that this has been requested again, so that we can at least discuss the idea with the rest of the team.
- I'll forward this idea of building the upgraded version immediately!
- Totally understand this one - they do get a bit annoying. I'll make an inquiry on this, maybe we can implement something similar!

I think i wrote everything, one last thing. We need an endgame...i don't know if you have plans, but after surviving and depleting everything, there is not much to do a part trading...
Yes, we absolutely do have plans for this - we know the game needs better endgame content and we are working on improving it from all aspects!

I think that covers all? If I missed any, please let me know :)

Thanks again for your post and more importantly, thanks for playing!
 
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Hi, i replaced all my burners with radiator, but will try that if i see changes
Make sure you have a massive amount of power generation when you get a cold wave. Radiators really use a lot of power when operating.
 
Make sure you have a massive amount of power generation when you get a cold wave. Radiators really use a lot of power when operating.
My colony is well organized. I have 200 power free and 75000 battery capacity. I have 12 paused bore wells. When winter comes, radiator start and 3 water pump stops, so i turn on bore well and still have power for everything. I'm at day 700 by now and the system is pretty Tested, even with heat wave and magnetic storm ;)

I put a log camp a stockpile and a burner in another area to test...the normal burner works, the upgraded fails at the start of the winter and needs a couple of days to start
 
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