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Side note - you posted in the wrong sub forum;)
I noticed how much of an issue it was going to become as my family grew in size. It was starting to get a bit overwhelming with all the micromanagement. So I started to change my play style by the 4th generation. I made it so only the "royal" family were allowed several children, and any one not linked directly to the royal family were only allowed 1 or 2. This allowed me to manage things a bit more, but I haven't seen what the result will be in extended play yet
Some better way to filter family would be nice. I have to scroll through the character list to figure out who is idle. Just more options to find what you're looking for
The speed changing when you get moved to a interior view scene is kind of annoying, but I've just gotten used to knowing it's going to happen and prepare for it, quickly hitting the button again. Would be nice to not need to do that
Housing in general needs a bit of an overhaul. It's kinda dumb to see this giant wall of faces when you hover over the house. The fact that it can hold 200 people is silly. I have no idea how it works in Guild 2, didn't play it, sounds like it may have done housing better
I posted an official bug report as well. Also duplicated this post in the bugs and localization section. I also started getting a ctd when I open the family tree or when I vote on some elections.
Names can be changed manually. At least when there is notification of a new child. Unless you mean something else, then I don't know.
im talking about the npcs you can court, if you're sending a bunch of people to romance people its hard not to accidentally romance the same person with two of your family members
'I would prefer to have a second house in the village that keeps family'
I would prefer to have the ability to manually decide which member has their main residence in the house I decide. Because I would like, that as soon as a member marries they can move to a house of their own with their spouse. It may not be accurately historically, but it would solve the many faces at the same house. Makes it easier to see who belongs to who without having to consult the family tree all the time.
Another 'small' thing I was thinking about. While playing I'm keeping track in a document what's happening, as a short story. My main character only had her husband for getting off-spring. After that she used him as an arrand boy. He's not allowed in the main house anymore, unless he needs to deliver something there. Other than that he's staying in their business, mostly idle. In my story she's done with him. She contemplated using him to kill someone so that he would go to jail, but that's only a year or so? Then he would be right back. I'd like an option to divorce. As far as I could see now, that's not possible?
yeah, i want the manual assignment of residences on a per individual basis too, and divorce would be helpful as well.
over the Christmas holidays the backlog of Redmine reports and forum threads grew quite a bit, we are currently in the process of going through them and answering them. This will take some time, so please be patient if your questions/suggestions don't get an answer right away. I would also kindly ask not to double post in multiple sub forums, since all this does is increase the backlog and reduce the speed in which we can work it off.
Regarding your original post:
I'll forward the thing with the children not being able to execute assigned actions to our QA to investigate further. Can you tell me if this happens only for certain actions or for all actions?
The children get infected with measles as soon as they reach adulthood? This sounds like a very odd coincidence. Do you happen to have a save game where this situation is about to happen? If yes, could you please open a Redmine ticket about this and attach the save game if you haven't done that already?
In general the children's diseases are meant to be pretty deadly to reduce the overall number of characters in the family, since now all characters can produce offspring, but what you describe sounds more like a bug than just bad luck.
Regarding the performance: we are still improving performance for the game, since it seems you are at a state where you have a lot of living family members and businesses, I guess you reached the threshold of what the game can currently handle.
We are still in early access phase, so there are still a few Achievements that cannot be unlocked either due to a bug (marriage Achievement) or because the balancing of the game changed and the Achievement needs to be adjusted (Own 24 Businesses)
Do you experience the problem with exiting the game through the ingame menu after a certain point of play time or does this happen always for you? In general there should be no difference between ending the game through that menu and killing the process since the cleanup is handled by the operating system in both instances. So this issue sounds very odd. I will forward this to our engineers.
Filters for the family tree weren't necessary until now since only your family leader and their heir could produce offspring and therefore there weren't that many living family members to manage. But I see the point in it when you have a lot of characters. We will see if we can come up with something to improve the experience there.
Same goes for the romancing with several characters at once.
we feel like giving family members the possibility to work through the night is already very powerful and that giving them the possibility to also be transporters would be overpowered, at least for now.
Some scenes like the trial are dependent on the game speed since they run on a timer and would look like you got stuck if we kept going on the slow motion speed. That's the reason why we initially decided to set the speed in scenes back to normal, but we'll think about if it makes more sense to do it only for scenes that would really look like they bugged out. Thanks for pointing this out.
We are already working on plans to give residences more meaning in the game and limited residents sizes and distribution of your dynasty over several residences will most likely be part of these changes in the future.
In all of the games Ive played, even on the hardest difficulty, the AI is not very expansive and keeps to the same house they had from the beginning of the game.
These means you have nobles still living in farmhouses and the city itself remains pretty empty since no one is building much in there.
Since youve gone so far can you tell me if the AI becomes more active or do you see these same issues too?
the issue of the game locking up on exit happens at any point - even in the main menu without opening a game.
i don't have a savegame before the measles thing; since my family tree started crashing the game every time i opened it, i let most of my family die of, sticking with just the heirs because its easier to manage without the family tree. when my family died from 100+ people to like 6 people the measles stopped happening. before that, i managed by building a herb hut right outside of the city walls where they could make it in time.
the issue with being unable to assign actions to kids only happens with "go out and play" and it only happens when i have like 15+ living kids. it allows me to assign to a handful, but not all. "apologize to the neighbors" still works for all of them. also, like i said, the measles thing only happened when i had a BUNCH of kids, and stopped after i let my family die to address the family tree crashing to desktop.
regarding the family being able to transport, i can respect that.
i really like the choice to be able to control your whole family. that is great, and i like it more than the system in the guild 2. i will say, it makes me care less about my family members, because it's like, who cares if they die? i have 100. but it really adds a new dimension to the game, i like it a lot
so... i wasn't paying too much attention to them. the rogue family kept attacking me, and murdered a couple of my family members - but i just proposed to end the feud without offering them anything and they were like "cool", then i proposed an alliance without offering anything, and they were like "cool", then they stopped attacking me, but kept talking ♥♥♥♥ about me. eventually they all just died off through no action of my own.
i played until the year 2040-something, but the ai all died off somewhere in the 1600s.
i did see some buildings erected in the city, though.