SLG-Dennis

SLG-Dennis



Post
Hey Citizens,
we have just released Maintenance Update 11.1.8 with the following changes:

Graphics:
  • Fixed: The driving animation for the canoe didn't work correctly when there was two players in it.
  • Fixed: Paddle movements when driving a canoe were not correctly synchronized with the view of other players.
  • Fixed: Standing on dynamite during the explosion could lead to the VFX and SFX effects not playing.
  • Fixed: Some objects, like dynamite, wrongly cast a shadow for their bounding box.
Interaction:
  • Fixed: It was no longer possible to hold the e key to pick up mining rubble.
  • Fixed: Pressing the enter key multiple times in quick succession to confirm a transaction could lead to the client being disconnected from the server with a "Failed to process a request" error.
  • Fixed: Deleting a store ...
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Comment
    SLG-Dennis on Steam Forums - Thread - Direct
That is unfortunately not possible, you'd need to contact the owner of the server and ask for the savegame.

Yesterday

Comment

Originally posted by Sr_Hikari

Where it's the best pleace for get mods?

Here: https://mod.io/g/eco/

Though lots of mods are only available through the Githubs of their respective owners, like the CivicsImportExport one.

Comment

Originally posted by whaleberg

It would be nice if it didn't show up as a mac game on steam then. It shows up when you hit the "show games that run on mac." I don't know if there's a way to differentiate between intel mac and arm mac in steam, but I would probably switch "works on mac" off since Intel Macs are mostly going to the way of the dinosaurs.

I unfortunately don't think we can do that, as far as I know that is determined by Steam based on if there is any Mac builds uploaded, which we do have (development builds without warranty for Intel Macs). Hence the only way for any games is to check what their system requirements state, which is only Windows for Eco. If you know a way to do so while keeping the builds, let me know.


28 Jan

Comment

Originally posted by Sr_Hikari

Ok, so it's manual. Thanks

Yes, at least once - afterwards you can make use of mods like Civics Import / Export and WorldEdit to copy things into new servers.

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
We unfortunately have no plans for that, but you can vote for it on our feedback tracker: https://eco.canny.io/feature-suggestions/p/single-player-npcs
Comment

Experience settings can be adjusted in Difficulty.eco config file, for example SkillCostMultiplier. How to access that depends on your server host, so their FAQ should have info on that.

Setting up coins and laws before the server requires spawning the respective objects and configuring them as admin as you would do as player, there is no shortcut around that.


27 Jan

Comment

Originally posted by DonaIdTrurnp

I’ll put those ideas up before the next WT cycle and work on both the goal and implementation details; it might involve a request of a major paradigm shift to issue a currency of food stamps or housing voucher, and something that big would need more discussion.

MoF can create additional currencies - we already had food stamps on WT's predecessor in the past. If the MoF is in, it shouldn't be a problem.

Comment

Originally posted by That_Formal_Goat

The fact that it takes 3-4 weeks to complete each cycle with hours and hours of tedious busywork seems counter intuitive to streaming, and most of the drama's are about prices. Since I'm here though I'll tell you about the drama that finally drove me out of the [MODERATED] server.

I used to play in [MODERATED], a server that's more than 60 cycles and 4 years going strong. After 3 years and 3000 hours of bouncing from server to server and collecting players in my discord we stumbled onto [MODERATED]. A large, stable, promising looking server hosted in the EU that slowly drifted away from Vanil-ish to fairly modded.

Any time I played, I would start a city and encourage shops to take my personal credit so we could start with a semi functional economy pre establishing a Mint. There were some small drawbacks, mainly establishing trust, but otherwise it was a solid system that greatly benefits anyone who used it and had the unfortunate side effect of excluding anyone who...

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Transparency Note: The commenter was requested to adjust the comment to follow Rule 5 of this subreddit and has complied with that.

Reminder for everyone else that intends to post server stories here: Namecalling of both persons and servers is prohibited on this sub to avoid toxic discussions about different perceptions of events or the other side not even getting a chance at all to give a statement, given they usually don't know about it. Hence please make sure to anonymize your experiences - this rule applies on all of our channels, they are not the right place for this.

If there is a violation of the Eco ToS in play, please reach out to [[email protected]](mailto:...

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Comment
    SLG-Dennis on Steam Forums - Thread - Direct
The plans for the development of the Modkit haven't changed, but it has been put completely on hold for a while now, with resources being diverted to the development of the main game instead. I can't estimate in good faith when development on the Modkit may start again, but I personally wouldn't assume that to be the case before resources being available again after leaving Early Access. Sorry for that situation.
Comment

Originally posted by DonaIdTrurnp

It’s unfortunate that the next WT reset conflicts with Civ VII.

I want to try to make public housing, a block of high-density housing that anyone is allowed to be a resident of, but rent is taken as a fraction of the income of residents.

Also on the list is the idea of a food stamp or other food subsidy program.

Rev can handle a cycle even when a PoE season starts, I'm sure you can manage as well!

Jokes aside, let me know if the game is any good. I liked Civ 6, but the new era mechanics with choosing different civs on each era sounds very alien to me.

Also, to add anything something to the topic: Just look through the bigger community servers, many of them have own takes on things. It is also worth to check out smaller settlements, I sometimes (just not often enough for my personal taste) find really cool laws where people put in notable thought power to solve issues, for example trying to follow the spirit of the game that can easily be lost and support those people with less capabilities so everyone has a good time. In the end, that is the absolute best someone can do, making other people be able to play happily along with others that could also dominate the market with their experience but understood that the game is best played when you give something you have so someon...

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Comment

Originally posted by benkalam

It would genuinely never even cross my mind to annex someone. I'd certainly oblige if they wanted to be, but nobody has ever asked haha.

Of course my group isn't a bunch of griefers so I guess that's why. There are some good servers out there with very active admins that keep this shit in check and make it far more cooperative than competitive.

Also more servers should do wealth taxes that redistribute across everyone on the server. Very effective at fighting the frustration of a small group doing the vast majority of the commerce and essentially cutting out smaller producers before they can really get started.

I also think all servers should have rules against VIP shops and groups larger than a few people sharing auth (outside of town mechanics). The global economy should be generally available for all the participate in.

Whenever I mention wealth taxes, people tell me very insisting that they would rather quit than pay them ;)

Comment

Originally posted by Far_Inspection4706

There's a roadmap on the website (or was, not sure if it still is) that details everything they intended to add to the game including trains which they backed out on eventually.

We didn't back out of trains, trains are still planned. But we have communicated for very long (minimum since I work here) that it will not be in Early Access - mostly due to the fact that trains could add very little of value to the current gameplay in the form we intended them, as there is no real need for the large scale transportation they were intended to introduce and that boats will also cover later on. They are still strong on the current feedback tracker as well, but other things have surpassed it.

All the things on the original website roadmap were already planned things, the feature to give up to five votes (including to things like bugfixing) were to gauge interest. We implemented nearly all of the items, but in a order that we deemed fitting the needs of the game. Eco wouldn't work well without economy features, but they were voted pretty low compared to things that always appeal fancy like trains and boats. It just makes no sense to introduce trains, which req...

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Comment

Originally posted by SerratedSharp

I have never seen anything that indicated this was part of the original vision of the game. Before it became really popular, it was simply an educational game focused on the environment aspect of the game and the impact of policies on the environment.

Actually it was, the settlement system as it is now was a plan from the beginning of trying to bring Eco to a entertainment market from the educational prototype project it was before. A full society simulation. The culture and settlement systems were listed in the poll page as well in some form. If you look around the older parts of the internet you can even find a very bad idea we had at the start of Kickstarter that allowed specific backers to use I think it was nuclear weapons (not exactly sure, I didn't work here yet back then) to be an antagonist to all other players in their efforts to destroy the meteor, so players would not only have to run against the meteor time, but also the antagonist. We did obviously not do that.

The criminal justice system expansion from Kickstarter however is also designed to allow players to actually violate laws and need to be catched to be dealt with instead of simple "You can't do this". We don't think the feature as we had it there is ...

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Comment

Originally posted by Araxeus

The older system pre-10.0 was much better overall and simpler to use.

It wasn't perfect by any means but you could grief a lot less than with towns. Farmers are quitting a lot more now that they can't protect their crops outside of a town radius, anybody can steal their hard work or destroy their farms. You can give them their own outpost/claims but its much LATER in the game and usually too late.

For a game without the PVP tag I feel like more servers are mostly PVP now. Almost everyone fights over making credits or the most "money". The second their claim gets griefed, the town absorbs them or they make less credit than someone else they quit.

The game used to be more centered around collaboration and working together to defeat the meteor while avoiding devastation to the world from pollution.

The old system had abuse too but it had more pros than cons.

A main issue with towns now is that you can't protect your stuff outside of the initial ...

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You can still protect things outside of your initial claims within towns through the respective papers towns have, or if you enable the old way of claim distribution for learning skills, even beyond that. The way we intended to protect farms has always been district assignments, which makes it easy to protect from border-griefing that was possible just the same before as well and the most frequent reported issue on official servers together with people claimblocking. Back then, only the global government could have done that for everyone on the server, anywhere, though. Which is much more difficult to pull off than in a local town or country. The amount of claim papers now available is also bigger and more flexible compared to needing to read skill scrolls over the course of the game and then needing to get papers from other people that did the same and don't need them. And we're also discussing about making all the civics tables disconnected from the game progression to allow peop...

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Comment

Originally posted by SLG-Dennis

Seeing Eco as a framework and society simulation, we try to offer tools to deal with any potential issues - in the intent that one day players will be able to do absolutely everything without needing any administrative commands in terms of self-policing, making admins unnecessary when it comes to rules and enforcement. We also have a justice system planned, though one can already be created in meta ways.

When we moved away from a global government to provide local settlements more power over their own matters (and as such making it easier for similar minded players to find together and have a more coherent local society), that also created the problem that a settlement could go rogue and do their very best to torpedo the efforts of the server community as a whole without there being any remedy to that beyond an admin. Annexations are the last resort mechanism to force the settlement into a jurisdiction where that is possible again.

There is however also tons of play...

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This thread alone has multiple comments on how people dislike doing something a specific way in Eco. (For example forced "global" currency in a settlement) The thing is, other people like to do it that way. Settlements allow smaller groups finding together to do that without it being a problem for the whole world. But some things a single settlement decides to do may go against the desires of the majority of the whole server - and then annexation is the only way to do something against that, otherwise they are potentially able to dictate what happens for everyone. Without annexation you can't remove their 100 permanently polluting objects in their settlement space that rises sea level for everyone. In any case, having big tools also always comes with big responsibility. If everyone just does what they think is the best they will find that noone wants to play with them and make them do their thing alone. A server failing that way was always a potential outcome of the game.

A...

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Comment

Seeing Eco as a framework and society simulation, we try to offer tools to deal with any potential issues - in the intent that one day players will be able to do absolutely everything without needing any administrative commands in terms of self-policing, making admins unnecessary when it comes to rules and enforcement. We also have a justice system planned, though one can already be created in meta ways.

When we moved away from a global government to provide local settlements more power over their own matters (and as such making it easier for similar minded players to find together and have a more coherent local society), that also created the problem that a settlement could go rogue and do their very best to torpedo the efforts of the server community as a whole without there being any remedy to that beyond an admin. Annexations are the last resort mechanism to force the settlement into a jurisdiction where that is possible again.

There is however also tons of play...

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Comment
    SLG-Dennis on Steam Forums - Thread - Direct
If you are an admin and press "O" (objective window) there will be an "Admin" tab that contains the link to the texture review panel where you can approve, delete and unapprove images uploaded by players.

24 Jan

Comment

Originally posted by Perskins

Yes it's a known bug that came out with the most recent update. No estimated fix date.

  • from the Eco Official Discord

Monday for estimated fix.

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Originally posted by 123: Without this setting, it is impossible to play solo.

That is simply not correct, the "No Collaboration" setting is intended and perfectly fine for that and can be further adjusted to personal liking with the advanced settings. I understand that the settings may not fit you, but a recommendation of an experimental setting that we explicitly don't recommend as a general reflection on everyone is still not right. Singleplayer is always a longer experience and the meteor does not progress while not playing either.