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Some major notes, I came across some employee data for a couple of early year manufacturers. As such I have greatly increased the number of factory workers. Pre 1920, there were roughly 15 employees per vehicle producing approximately 1 vehicle a day. Post 1920 (But pre WW2) that number went down to 8 employees. I didn't go that drastic with the numbers. But between 1900-1910 expect around 7-10 employees per vehicle in Normal mode. Be sure to retool your factories now and then. These numbers may become adjustable when I get to the "Expand Advance Game Settings" later in v1.21.1.
AI will now mimic successful vehicle designs. So if you build super cheap vehicles, flood the market, and sell millions of them. The AI will get the hint, and build something similar to your super cheap vehicle... I have not tested this in long term game play (doing that as of typing this actually.)
-Increased Factory Employee Numbers in Early game years to be more aligned with historical figures.
-Decreased amount of wear required to pull up Retool Action Memo for Factories. Factory retool year effects number of factory employees!
-Reduced base Research Team costs by a factor of 10. Increased Research Team costs growth rate from 2% to 5%.
-Changed Vehicle Designer Selected Components font color from white to orange and moved the text to the top to make it more readable.
-Implemented All Time Sales Report for each vehicle type. Access them from the All Time Sales Report.
-Report zoom in and zoom out using ctrl+ and ctrl- respectively.
-Fixed Assisted Chassis Designer Bug if player had many large engines it would not allow design of a smaller chassis. If you have 6 or more engines, the assisted chassis size system will only check against the smallest engine rather than the average of engine sizes.
-AI will now occasionally mimic (not completely copy) successful vehicle and component designs.
-Adjusted AI engine designer sliders in the hopes to reduce or eliminate 0hp designs for AI vehicles.
Looking forward to the rest of this incredible journey.
-Redesign of New Game Window that merges advance game settings and makes space for map/scenario loading systems.
-Advance game setting to adjust randomness of total customers
-Advance game setting causing a gap in estimated research values when designing components/vehicles based upon your design skills. Gap amount is adjustable in this setting.
-Advance game setting already designed Component/Vehicle Costs increase with inflation.
-Advance game settings change your skill, image, and design rating values.
-Advance game settings No marketing. (Dunno why, but it was heavily requested in 2014...)
-Commonly request cheats added to advance game settings: No tech years, Can't Lose (Unlimited Money.)
-Nightmare! Difficulty Level.
-Custom Starting Year, you can now slide a slider and select a year between 1900 and 2019 to start in.
-Adjusted AI vehicle pricing.
-Adjustments to AI component selection system (for AI and player Assisted Designer) to take into account vehicle wealth class and price of components. With the hopes there will be less insanely expensive cars in cheap car classes.
-Fixed bug in Engine and Gearbox Licensing system.
Does that mean that I can see the AI Factories on the world map and get blocked to create a own Factory in that City?
No, it means companies founded before you start the game will have multiple factories and cars already made. IE the game does not start empty anymore.
-Fixed bug that caused a discontinued vehicle to replace an active vehicle after canceling new generation/trim vehicle that has a replace model modification assigned to it. (Typically via the modify components windows.)
-Fixed bug with Factory workers striking code that made Benefits demands to go too high.
-Fixed number of bugs in the striking system due to newer systems to manage manufacturing and marketing.
-Implemented new turnevents.xml modifier for Pension Fund growth rates as the existing system tied to the stock rates in the turnevent.xml file were not properly working with the funds.
-Implemented a window refreshing system for when the game is under heavy processing to prevent "Window Not Responding" ghosting in Windows. This still needs to be tested in Linux and OSX. Will also need to test on a modern Windows machine to see if I need it in any more places.
-Implemented a popup in some places telling you that the game is processing data. Will need to test on a modern Windows machine to see if I need it in any more places.
-AI Stock IPO's changed to 10 years after founding due to new established AI system.
-Adjustments to AI sales figures in Hard and Nightmare game modes.
-Implemented an In Game Settings system. Accessible in the office by hitting Escape or clicking the file cabinets.
-Delete Old Reports In Game Setting (Default On)
-Auto Save Period In Game Setting. (Default 1 Year. Choices are: Never, 3 Months, 6 Months, 1 Year.)
-Lock Office To Spring In Game Setting (Default Off, Prevents the office artwork from getting dark with the change of seasons.)
-Awards now show up in Corporate Time Line.
-Created Award Plaques and Trophies (Spent a whole day making them, and found out I only have room for little 48x48 pictures...)
-Auto Marketing System. (Enable it with other Auto systems in Mega Menu Autocommands.)
-Clone existing branch's distribution and marketing settings when building a new branch.
This new feature may introduce some new bugs into the game. Thus why we've had a longer than normal play test for this update. In doing so, I've fixed a number of bugs that I came across, and knocked out a couple of user submitted bugs. I believe the Unlimited Play Time stuff should be stable now... But we'll see! That's what Testing Build is for!
I'll start making final optimized builds now. Then do some tests via Steam. Update should be ready in the next 18 hours!
-Unlimited Play Time
-In Game Setting: Disable Save on Exit
-OSX: Removed Game from OS X Dock and adjust Steam launch to remove terminal window. The game window should be minimizable, you will no longer have 5 instances of the game open and the terminal window will be gone, however Alt-Tab will not be able to pull open the game.
-Linux: Launching game from shell script now, thus fixing Locale issues in languages that use comma as a decimal notation.
-Fixed bug that would discontinue your licensed components if the parent company went bankrupt.
-Fixed bug in factory clean up that would not free up production lines of factories in some cases.
-Fixed bug in Factory Districting system located in the Mega Menu. that would not show production system if the entire district was in Limited Conflict status.
-Fixed possible division by zero bug in Cash to Debt ratio variable used in stock evaluations. (Thus making companies share prices grow so quickly.)
-Fixed bug in "Recondition All" branches prices.
Since the last progress post, I have focused exclusively on the various external tools for the game. I have finished the Video Settings Editor. If you're on Windows, you may have seen our command line editor, this will be replaced by the new program. This program will also be ported to Linux and OSX toward the end of v1.21.2.
The Video Settings Editor may not sound like much, but it was the perfect program to write in order to learn the QT API. Upon completion I was able to hit the ground running on the Mod Tools! As of this post, I have completed the Main Menu and the City Editor for the Mod Tools. I've also completed the UI for Map Tools and AI Editor. The later I should have code completed in the next few days. The former requires a couple of editors (such as City Editor and AI editor) to be finished first before I can implement it.
For v1.21.2 the plan is to implement the Map Tool system, all sub-tools needed to create maps for the game, a map loading system in the game, and a couple of example maps... I would say right now, we're about 20% done.
Anyhoo, lets show off some screenshots!
www.gearcity.info/images/VideoSettings.png
www.gearcity.info/images/MainMenu.png
www.gearcity.info/images/MapTools.png (Missing Icons)
www.gearcity.info/images/CityEditor.png (Missing Icons)
www.gearcity.info/images/AIEditor.png (WIP)
in 1910 i design a chassis named " chas 1" resulting in the production price of 120 dollars, meanwhile i research a chassis with all specs on the slider all to the right, running for about a year and do this 3 consectutive years. 4 years later i redesign "chas 1" and the result is higher stats and lower price.
has this been removed ?
There has been no changes in the sliders. The term "Design Specs" is not used anywhere in the game. So I am not sure where you're looking at. Picture might help.
If your design skills go up, it does influence the price, you are correct, however there are other things that influence the price as well such as global inflation as well such as the number of units you made, vehicle manufacturing costs inflation (or deflation in the case between 1908 and 1924ish) etc. None of this stuff has been changed in many months.
Redesigning a component is just like making a new component, except we copy the slider positions. Nothing has changed there.
The only thing that has changed is a new advance game setting which raises old component costs with global inflation rates. You have to enable it or play on Nightmare mode for this setting. Maybe this is what you're noticing?
So outside of that one thing, it's all the same. If you develop a part before 1908, it will be more expensive than 1908-1924ish, after which practically all new parts should be more expensive than the one before it. Redesign or not.
If you have any follow ups, please post it in the a new thread. I can't split threads on Steam sadly.