Dream Engines: Nomad Cities

Dream Engines: Nomad Cities

Suncrash  [Fejlesztő] 2019. máj. 9., 5:52
Ask The Devs
Feel free to ask the devs any questions you have about Dream Engines here, and we'll try to answer as much and as fast as we can.

Before asking, please check if your question is already answered in our frequently asked questions list: https://steamcommunity.com/games/1076750/announcements/detail/3006697839967064647
Legutóbb szerkesztette: Suncrash; 2021. júl. 7., 4:23
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Suncrash  [Fejlesztő] 2021. júl. 14., 9:34 
Druppi eredeti hozzászólása:
Afaik there was a demo version of the game when there was a steam event. I didn't see it back then.
Are you planning to release another demo version so we can see what the game is about?
The screenshots in the store are not enough for me. :cleancake:
We are not planning to have another demo, keeping a demo up-to-date is a lot of work for a small team and we'd rather focus our efforts on the main game.

I suggest watching videos, those are much better than screenshots to figure out if the game is for you. Here's a link to those published this week: https://www.youtube.com/results?search_query=%22dream+engines%22&sp=EgQIAhAB
Legutóbb szerkesztette: Suncrash; 2021. júl. 14., 9:34
This game is fun over all but the exploration part is boring, all you can do is just hit and run.
And you have to do the same thing again and again in every new map.
i will definitely love this game if I can skip it.
Suncrash  [Fejlesztő] 2021. júl. 17., 9:22 
Yadsmood eredeti hozzászólása:
This game is fun over all but the exploration part is boring, all you can do is just hit and run.
And you have to do the same thing again and again in every new map.
i will definitely love this game if I can skip it.
We plan to add more content to the exploration and make it more interesting. I hope you'll like it better after a few updates. We did try to make sure it doesn't take over the entire game, and that the combat is relatively short and action-packed. We'll do our best to improve it further.
Purchased. Liking it so far.

Yup, definitely getting Perimeter vibes here - more specifically, the early days of Exodus (not shown in Perimeter but described in the lore files), when the flying cities (Frames) only began the construction. So far I saw five different nightmare critter types.

I am very intrigued on what future updates would bring. Nightmare fuel, perhaps?~
Suncrash  [Fejlesztő] 2021. júl. 18., 1:06 
Morriginko eredeti hozzászólása:
Purchased. Liking it so far.

Yup, definitely getting Perimeter vibes here - more specifically, the early days of Exodus (not shown in Perimeter but described in the lore files), when the flying cities (Frames) only began the construction. So far I saw five different nightmare critter types.

I am very intrigued on what future updates would bring. Nightmare fuel, perhaps?~
Thank you for your support! We have nightmare juice and nightmare crystals :)

But for more on what we have planned, take a look at our roadmap:
https://steamcommunity.com/games/1076750/announcements/detail/3006697839982165752
dev's few thing's i would like to say. first the game when youtuber's play it is great but when i play it even in the option's menu or main menu it goes from 100 fps to 1 fps right away and i did not see a option to turn down the quality or to change the middle mouse wheel's camera change view to a different key like why not have the in game screen rotations be u,i,o,j,k and l. also if possible can you make it so there's an option to turn down all the graphics. like really on cycle 0 it's lagging more than they are billions on a custom map with over 100,000,000,000 plus 8 more zeros zombies on it and my pc survived worse games that can crash with 1 move. so I'm fine with keeping the game in my library till it comes out but i honestly wish it was cheaper the 27 dollars cause i barely get payed enough to survive the way I'm living and I'm living day to day with 3 jobs. now i'm not saying the games bad just the fact that if i can't play it when the fps is at 1 then i'm wondering how the youtuber's / streamers do it. like verowak.
but tbh i'm not trying to be someone that just yells without reason. just if my pc can somehow survive games that crash even for youtubers but can't survive the tutorial of this then i would like to at least ask for a few manual setting for me to play the game without 1 fps. and to explain better on how my pc doesn't crash as much as youtubers depending on the game i usually have my graphic and other quality stuff on max but for they are billions it's on default but for this there was no setting. for quality that i saw.
Suncrash  [Fejlesztő] 2021. júl. 18., 20:56 
slayerofthegalexy eredeti hozzászólása:
dev's few thing's i would like to say. first the game when youtuber's play it is great but when i play it even in the option's menu or main menu it goes from 100 fps to 1 fps right away and i did not see a option to turn down the quality or to change the middle mouse wheel's camera change view to a different key like why not have the in game screen rotations be u,i,o,j,k and l. also if possible can you make it so there's an option to turn down all the graphics. like really on cycle 0 it's lagging more than they are billions on a custom map with over 100,000,000,000 plus 8 more zeros zombies on it and my pc survived worse games that can crash with 1 move. so I'm fine with keeping the game in my library till it comes out but i honestly wish it was cheaper the 27 dollars cause i barely get payed enough to survive the way I'm living and I'm living day to day with 3 jobs. now i'm not saying the games bad just the fact that if i can't play it when the fps is at 1 then i'm wondering how the youtuber's / streamers do it. like verowak.
Hi,
Regarding camera rotation - you can bind a keyboard key to act the same as the middle mouse button, from the key binding window under settings.

As for the low framerate, doesn't sound like something that should happen, please get in touch with our support or even better come chat with us on Discord, and we'll try to figure out what's happening. We tested the game on over 30 systems and they all worked fine, and like you said it did for hundreds of creators and streamers as well. I'm not saying our optimization is perfect, it's definitely something to improve down the road, but what you are describing is extreme.

You can find instructions for contacting support here: https://steamcommunity.com/app/1076750/discussions/2/3052861637928488245/

Our discord: https://discord.com/invite/dreamengines

Thank you for your patience.
Legutóbb szerkesztette: Suncrash; 2021. júl. 18., 20:57
Can you tell us please when the new patch is coming? I want to start a new playthrough, but I'm afraid that Infrastructure system is Bugged! - you allocate points and upgrades, but these won't stay, will get "removed" during play (these show up in the infrastructure, but their effects cease at some point) - I'm pretty sure that is the case with Housing 1, 2, and 3; will these issues be addressed in the future patch?
Suncrash  [Fejlesztő] 2021. júl. 19., 0:34 
IKS eredeti hozzászólása:
Can you tell us please when the new patch is coming? I want to start a new playthrough, but I'm afraid that Infrastructure system is Bugged! - you allocate points and upgrades, but these won't stay, will get "removed" during play (these show up in the infrastructure, but their effects cease at some point) - I'm pretty sure that is the case with Housing 1, 2, and 3; will these issues be addressed in the future patch?
Hey,

I hope to upload a patch today, or tomorrow. However the infrastructure bug is the exact opposite, every time Tiny dies (emergency teleport), the housing bonus gets applied again and again and again, increasing your population above what it should be. Then when you leave the map or reload, it resets back to the correct value, and you will see your people dying because they were too high.

We're also planning other changes and tweaks, so if your playthroughs are long ones, I'd still recommend waiting for the patch.
Suncrash eredeti hozzászólása:
IKS eredeti hozzászólása:
Can you tell us please when the new patch is coming? I want to start a new playthrough, but I'm afraid that Infrastructure system is Bugged! - you allocate points and upgrades, but these won't stay, will get "removed" during play (these show up in the infrastructure, but their effects cease at some point) - I'm pretty sure that is the case with Housing 1, 2, and 3; will these issues be addressed in the future patch?
Hey,

I hope to upload a patch today, or tomorrow. However the infrastructure bug is the exact opposite, every time Tiny dies (emergency teleport), the housing bonus gets applied again and again and again, increasing your population above what it should be. Then when you leave the map or reload, it resets back to the correct value, and you will see your people dying because they were too high.

We're also planning other changes and tweaks, so if your playthroughs are long ones, I'd still recommend waiting for the patch.
Much obliged!
I have a question. Population and food are the most dangerous bottlenexk in the game, with flux and power running up. The game rewards micromanagement - turning only relevant turrets on for attacks, focusing population between resources, flux and power and research for example. I find myself wanting the ability to group buildings for switching them on or off - we have enough bloodwood, focus to featherstone, that bank of turrets should be on right now, activate backup Flux production while freezing raw resource processing. The economy is demanding enough to be an invigorating challenge, but needs some quality of life to get things done.

On the practical side you could do this right now, Flux production is suffering losses from the projected amount onscreen. Please combine flux produced and used across all buildings to the same 'tick', I'm pretty sure its rounding errors, the obvious solution is to consolidate the data. Synchronising production ticks might cost where there are input resources, but power and flux are global resources, so make them global in uptick and downtick.

Space is a consideration. It would be nice to have the ability to transport resources directly between buildings without a rail tile. Yes this would not be efficient but you can only carry so much with you. Buildings by width have four sides, so there are options. Also Tiny needs space between buildings to move between them - is that good game design? Yes there will be rail streets, but only where goods need to go and Tiny needs to be able to go anywhere.

Buildings show resources produced per cycle but not time per cycle, resources permitting. Knowing how much Star-Struck Tar will saturate Flux Generators and what levels will cause saturation without wastage is one of those things players need to know. It's fun finding out by playing, discovering the optimal build for your playstyle, but please give us the numbers if we decide to find them.
Suggestion: it would be helpful when moving buildings, if the currently selected building had a different 'blocked' color so you know where you can actually move it
Suncrash  [Fejlesztő] 2021. júl. 19., 21:34 
TachyonTraveller eredeti hozzászólása:
I have a question. Population and food are the most dangerous bottlenexk in the game, with flux and power running up. The game rewards micromanagement - turning only relevant turrets on for attacks, focusing population between resources, flux and power and research for example. I find myself wanting the ability to group buildings for switching them on or off - we have enough bloodwood, focus to featherstone, that bank of turrets should be on right now, activate backup Flux production while freezing raw resource processing. The economy is demanding enough to be an invigorating challenge, but needs some quality of life to get things done.

On the practical side you could do this right now, Flux production is suffering losses from the projected amount onscreen. Please combine flux produced and used across all buildings to the same 'tick', I'm pretty sure its rounding errors, the obvious solution is to consolidate the data. Synchronising production ticks might cost where there are input resources, but power and flux are global resources, so make them global in uptick and downtick.

Space is a consideration. It would be nice to have the ability to transport resources directly between buildings without a rail tile. Yes this would not be efficient but you can only carry so much with you. Buildings by width have four sides, so there are options. Also Tiny needs space between buildings to move between them - is that good game design? Yes there will be rail streets, but only where goods need to go and Tiny needs to be able to go anywhere.

Buildings show resources produced per cycle but not time per cycle, resources permitting. Knowing how much Star-Struck Tar will saturate Flux Generators and what levels will cause saturation without wastage is one of those things players need to know. It's fun finding out by playing, discovering the optimal build for your playstyle, but please give us the numbers if we decide to find them.
Thank you for the feedback!

Cycle is the time unit of the game, it's not "per building". It's 40 seconds. So when you see that a tar harvester has +6, that means +6 per cycle (ie per 40 seconds). If a Flux Vats shows -3 tar, it means they consume 3 tar per cycle, and so one tar harvester can feed exactly two flux vats.

All the plus/minus values displayed in the top-left are per-cycle, and they do take into account all production & consumption. They show average values in the past few seconds, so they may take some time to update.

I hope this helps clear things up a little. The numbers are there, and you can see them for all production recipes in the Dream Archives (press TAB), or of course when opening the building which is a more accurate number taking into account bonuses and upgrades.
Thank you for responding! Flux is quite definitely lossy as I've had consistent plusses on the display and been losing Flux. Power seems to be working fine. I suggest adding all Flux and Power generation to a single synchronised variable and updating through that, as I think the game is having conflicts or duplications on the flag that looks for if Flux has been made in a 'tick'. I have a quite high end machine, so my rig might be registering 'flux done' flags too fast. Remember you need to be able to cope with data overspeed as well as underspeed as I'm relatively confident that's the problem. :)
Legutóbb szerkesztette: TachyonTraveller; 2021. júl. 19., 22:04
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