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euphronius posted:Did manor lords turn out to be a flop? I’m not seeing much buzz about it . SettingSun fucked around with this message at 13:36 on May 7, 2024 |
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# ? Jun 11, 2024 06:46 |
I wouldn't say it's a flop, but I do agree it was massively overhyped for what it is. And then shortly after the ea release of manor lords, sony touched the stove with the helldivers 2 thing and that completely absorbed the entire 'gaming press'. Manor Lords is an interesting city builder that's very obviously still in early access and I hope the early access release got the dev the resources needed to continue to develop it more fully.
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It’s a crap shoot with EA money. Sometimes they develop the game. Sometimes that is it and not much happens other some minor stuff.
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I played it for a bit on gamepass and liked it but uninstalled after about an hour to give it more time to cook because it needs it. I'm glad I was able to give it a try on GP without having to buy it outright. Hopefully it doesn't take like 4 years to finish this game.
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Manor Lords is super alpha even for Early Access. It's a good start but we'll have to check back in 2 years to see if it actually developed into a good game or not. Right now it's closer to a demo than a game.
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I wouldn't go as far as 'super alpha' but it's on the level of a demo for sure. Reminded me of the Frostpunk 2 demo. What's there is a really polished kind of slice of what hopefully turns into a bigger game with more map and objective variety, a bigger tech tree, more ways to develop/specialise, more representation of/interaction with cultural stuff like religion, etc. e: I'm aware that this isn't saying much but even at the very start of EA it feels more rounded out than certain recent strategy/management releases like Imperator: Rome, Surviving Mars, or Surviving the Aftermath, and waaaay less buggy than bigger and more ambitious games like Cities: Skylines 2 Cassian of Imola fucked around with this message at 14:03 on May 7, 2024 |
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I enjoyed Manor Lords. There's a pretty obvious cut-off where things just kinda start coasting along on the content that is finished and beyond that is the place where all the future stuff is intended to go. What's there is, to me, a pretty unique blend of city building/resource management and battlefield control. If the gaps get filled in with the skeleton of the systems you can see poking through it could turn out to be a long term contender on my game list.
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It really looks nice. I’ll give it that. Paused. The animations are terrible at full speed
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What was wrong with them? I didnt really notice anything bad
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It’s mostly the issue that the only speed the game is playable at negates the animations by making them too fast to notice. I suppose this is more of a problem of the dev not balancing game speed correctly then the animations specifically
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yeah I'm not with you there, the animations are notably detailed and fun to watch, especially the construction stages of stuff like windmills. another way it reminds me of frostpunk
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Well, yeah, if you max out the speed there's going to be compromises made. If you put it on normal 1X speed and zoom in it's remarkably detailed. I spent like 20 minutes tracing the route of a piece of iron from the mine to being made in to a helmet once just to see it and it was pretty neat.
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Yes I thought I made that clear. Animations at slow speed are great. I for one tho could not play at slow speed.
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Slow down and enjoy the game a little perhaps
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Some discords I’m in have people posting new screenshots of their manor lords builds every couple of days. Maybe it’s not the new Rimworld but there’s some people playing it.
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SettingSun posted:Slow down and enjoy the game a little perhaps I did. Then I wanted to play the game. Has there been updates yet ? I want to try it again
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bird food bathtub posted:Well, yeah, if you max out the speed there's going to be compromises made. If you put it on normal 1X speed and zoom in it's remarkably detailed. I spent like 20 minutes tracing the route of a piece of iron from the mine to being made in to a helmet once just to see it and it was pretty neat. Without following the hype for this game or knowing much about it past what I've seen in this thread, this just makes it sound like medieval Workers and Resources but with better animations.
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Log082 posted:Without following the hype for this game or knowing much about it past what I've seen in this thread, this just makes it sound like medieval Workers and Resources but with better animations. But fewer trains
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It’s way way way way way way way way way more shallow than W and R
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Volmarias posted:But fewer trains What is even the point then
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Eric the Mauve posted:What is even the point then
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Me, watching several ox carts happen to line up back to back as I emit a sad “choo choo” and a single tear rolls down my cheek.
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CitizenKain posted:I've played only a few hours of Foundry so far, and I find the game weirdly clumsy. Like just getting around and building things doesn't have a good flow and everything feels like its in the way. One thing I hope is added, or is an upgrade is the tile building can have an option where it just displaces dirt. With how awkward things are, going up and down levels is a bit more work then I'd like. Yeah, same. I'm coming directly from Oddsparks where building, moving, and demolishing is easy and painless, and the switch to the Foundry is rough. 1st person perspective and awkward controls + UI leads to me spending more time fighting with the keyboard than on setting up & optimizing flows, and it ends up feeling really tedious as a result. And fully agree on the dirt digging thing - lining everything up properly is already a little trial & error due to 1st person, but then having to also dig everything out properly to lay basic building tiles if you want to keep things flush feels like busywork
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I don’t think it’s fair to compare Oddspark and Foundry. It’s totally understandable to like one more than the other, but as mentioned previously, Oddspark has much more in common with Factory Town and Autonauts vs Satisfactory and Factorio. The approach is very different for the two games.
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Anyone played this? https://store.steampowered.com/app/1076750/Dream_Engines_Nomad_Cities/ Looks kinda like Against the Storm but for Factorio instead of Caesar or whatever
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Fabledom is available in EA now. There's a package that comes with Timberborn if you don't have that, and if you do, you can save a bux but buying it with that package. I'm definitely looking for a laid back city builder where you don't have to worry about defending yourself right away.
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Bundle with Kings and Castles as well
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Yeah, looking at Steam's current very-much-this-thread's-kinda-deal sale, I'm thinking of picking up... Transport Fever 2 ($22) - pretty Transport Tycoon? Fabledom ($13) - chill citybuilder, looks nice, a game that isn't still in EA. Tangledeep ($6) - nothing to do with this thread but looks neat!
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Haven't played the other two but Transport Fever 2 is a lot of fun with a great soundtrack, can't go wrong if you like trains.
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Tangledeep is an excellent goon made roguelike.
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I'm probably going to pick up Desynched, which isn't this thread's jam, per se, and it seems to be bundled with Techtonica and Railgrade. Just putting those two out there.
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Fabledom is pretty laid back, reminds me a lot of Foundation. But I've had one major problem, i have a quest to give 30 coal to someone, but even with 10 coal producers and buying it from other kingdoms, I'm always at 0. There no way to stockpile it either. I googled around and found its aparently being instantly distributed when you trade, so you have no way to actually use what you bought. There really need to be a way to stockpile stuff. Also I wish my villagers could always be skelletons. EDIT: and for some reason all my people decided to work themselves to death, despite having lots of food and lots of access to food everywhere. twistedmentat fucked around with this message at 02:41 on May 14, 2024 |
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twistedmentat posted:Fabledom is pretty laid back, reminds me a lot of Foundation. This might not help if it's not getting to a warehouse, but you can stockpile goods by clicking on the lock symbol over the good in warehouses and granaries. The tooltip says it keeps items being pulled from the warehouse for the express purpose of quests like that. e: Also, don't know how far along you are, but ten charcoal producers feels excessive. I'm at around 50 peasants on my save and I only drop below ~30 coal during winter with just one producer. You might want to check how far your workers have to travel or whether the producers are getting enough wood. MinorRed fucked around with this message at 06:12 on May 14, 2024 |
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MinorRed posted:This might not help if it's not getting to a warehouse, but you can stockpile goods by clicking on the lock symbol over the good in warehouses and granaries. The tooltip says it keeps items being pulled from the warehouse for the express purpose of quests like that. Ah, its one of those. I had a nice residental area in the north and the south was all the industry. I'll have to do more of a wheel with the residential section in the middle. I had like, nearly 300 resident before it all fell apart. The only issue I had had earlier was it taking way to long to build the hospital and people were dying of being sick.
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Fabledom does have decent worker management tools, but it doesn't do the best job of explaining them. Auto-assigning will grab the nearest unemployed worker, even if they live on the opposite side of the map. The only way you'd now is the dots in the corner of their picture on the work site panel and next to their name in the overview menu; green, yellow, or red for varying levels of distance. You can shuffle workers around by firing and hiring from buildings directly, but it's much easier to do it through the overview menu or the manage workers dropdown just above the auto-assigning buttons. I don't think the tutorial went over this in great detail, but it can be pretty essential once you start seriously expanding.
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Resurrected Goon Game from ~15ish years ago just got a demo on steam! Goblin Camp
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should have gone with goonblins
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Harminoff posted:Resurrected Goon Game from ~15ish years ago just got a demo on steam! Wait did I test this? Was this being developed by one of the starcraft goons?
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Harminoff posted:Resurrected Goon Game from ~15ish years ago just got a demo on steam! Hell yeah, I remember this game! Sadly, it looks like the mixed population of orcs and goblins idea isn't in this version. The old version had both orcs and goblins in the camp- the goblins were basically nameless minions that would take care of hauling, farming, and simple gathering, and you didn't really care if they died. The orcs were the ones you cared about, able to equip gear to fight effectively, gain skills in crafting, and so forth, all the stuff you'd want to fiddle and micromanage. I think this helps a lot with one of the problems Dwarf Fortress has with you wanting a lot of dwarves to get poo poo done but only caring about a handful of them. I'll test out the demo for this soon.
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# ? Jun 11, 2024 06:46 |
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MinorRed posted:Fabledom does have decent worker management tools, but it doesn't do the best job of explaining them. Auto-assigning will grab the nearest unemployed worker, even if they live on the opposite side of the map. The only way you'd now is the dots in the corner of their picture on the work site panel and next to their name in the overview menu; green, yellow, or red for varying levels of distance. You can shuffle workers around by firing and hiring from buildings directly, but it's much easier to do it through the overview menu or the manage workers dropdown just above the auto-assigning buttons. I don't think the tutorial went over this in great detail, but it can be pretty essential once you start seriously expanding. I thought those were just mood indicators. Yea, ill have to switch to caeser 3 mode when building the village. Speaking of that, I think Emperor was my favorite of that series, then Pharaoh. I could never get into Zues because it seemed to want to be more of a war game than city builder
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