SLG-Dennis

SLG-Dennis



22 Aug

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We use SkillCostMultiplier by default now, SkillGainMultiplier available for manual editing in Balance.eco.


21 Aug

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    SLG-Dennis on Steam Forums - Thread - Direct
And that's when school french shows! :) Feel free to translate it to them in french :)
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    SLG-Dennis on Steam Forums - Thread - Direct
I learned french in school, but it's been a long while - thankfully there is translators all around nowadays, but I won't annoy you with trying to write in french, no worries :)
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    SLG-Dennis on Steam Forums - Thread - Direct
Yes, you need to place it, create a constitution, pass it via vote and then found the settlement. The achievement should already trigger after the vote, iirc.
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    SLG-Dennis on Steam Forums - Thread - Direct
That is intended for balance reasons only and will be removed once replacement features are in.
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    SLG-Dennis on Steam Forums - Thread - Direct
The system is not a specialty refund, that is why it is called "Abandon Specialty". It works in conjunction with the settings for a maximum amount of specialties and professions you can have.

The main use for it is servers that wish to limit the maximum specialties any player can have at a given time to ensure that other players can participate as well. Given players tend to drop out more into the server time, a situation can occur where a critical profession is missing for gameplay and players were unable to take them and had to wait on stars. The abandonment feature allows a player to drop one specialty to take a different one with the stars they already accumulated, filling the market vacuum. It needs to be configured around that.

An example:
The server has a 4 star specialty limit, and uses a default medium collaboration approach. In week 3 you already have your 4 stars used and due to still gaining experience have two left over. Your engineer left. Thro... Read more
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    SLG-Dennis on Steam Forums - Thread - Direct
Originally posted by Sefin: Who told you guys (devs), this was a good thing to implement? I specifically look for servers now with this turned completely OFF. I'm genuinely curious who thought that implementing a feature that prevented players from making stuff in a crafting game was a good idea?

A large amount of especially newer players and such with less time. It's actually the main reason why people don't stick around in Eco - being unable to keep up with other players that have more time to invest into the game.

The system is fully intended so that people with more time get matched onto servers with more time and the other way round. You can set your playtimes and personal exhaustion preference in the game s... Read more
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Originally posted by rrrrobi

So to confirm, the intention behind this change is to push for more collaboration within a town in regards to power generation.
By requiring a public plot to be set up for power to the town.
However unless i'm missing something a town would need to set up multiple public power plots just the get the power distributed around the town as Mechanical power doesn't spread too far and doesn't have power poles like electrical power does.

I don't hate this, infact i do quite like the notion of pushing towards more collaboration.
But if i may offer an opinion, many builders like incorporating waterwheels/windmills into their builds and are able to create truely special creations, would it not be better to allow 1 per plot, or have these specific objects have an variable effect on the value ie,
1st - +2
2nd - flat 0
3rd - -2(each windmill for example)

to the point 1 windmill/waterwheel would be a bonus, any more and you are reducing your outdoor ...

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I wouldn't interpret too much into it into a specific direction of what we may have wanted, the main goal is making players think about something and make decisions, doing so as community can often solve a problem in a good way, though. That's the point of Eco as a framework.

The system interlinks with settlement mechanics, as will many future coming systems do, that's the gameplay Eco revolves around now at its core - and the idea isn't for those to be simple government dummies with use for hostile activity that not everyone enjoys, but becoming main parts of the gameplay, also affecting it directly and being used for positive activity - something that everyone will naturally try to get going in some way immediately, as it benefits their gameplay.

The general idea is linked with the architecture score - incentivizing players to separate their production operations and their residental ones, keeping the latter nice and decorative. It's not about beauty, but taking s...

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    SLG-Dennis on Steam Forums - Thread - Direct
All achievements should be unlockable, a constitution can be created by founding a settlement.
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Originally posted by CourageousChronicler

but that is the situation that you force on servers that only allow one deed.

No, servers are responsible for their rules themselves.

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Originally posted by CourageousChronicler

But some servers don't allow multiple deeds. In cases such as this, your only option is to leave your windmill/waterwheel on unclaimed property.

It is upon the administrators of their servers to modify the game systems to fit the restrictions they impose, we obviously can't take into account every possible rule some server may have. A limitation to just one deed is not intended by us.


20 Aug

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    SLG-Dennis on Steam Forums - Thread - Direct
Glad to hear, happy playing!
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    SLG-Dennis on Steam Forums - Thread - Direct
100 Credits per Dollar, smallest package is $5 for 500 Credits.
Credits can be purchased via Steam or on our Website via Xsolla.
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    SLG-Dennis on Steam Forums - Thread - Direct
Based on the day as configured by the server, the reset time can be set so it fits with the general timezone of the main audience. It is shown in the tooltip for the exhaustion bar.
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    SLG-Dennis on Steam Forums - Thread - Direct
Calories can only be spent during the time before you are exhausted, afterwards they cannot be used anymore - e.g. no work orders, etc. Vehicle usage can be configured by the server admin, transport vehicles continue to work by default, but not work vehicles.
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Originally posted by DonaIdTrurnp

There’s a really simple but high-trust solution of not having the industrial equipment on a deed.

Just to make clear if anyone is not aware of what that means:
This means that anyone can pick up your stuff and take it home, that is neither an intended nor an endorsed solution.

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    SLG-Dennis on Steam Forums - Thread - Direct
The token is kept through updates, but based on the path to the server so you can host multiple ones. Means if the server after the update has a different path to EcoServer.exe (because you for example just unpack the .zip file from play.eco that now has a different folder name), it will have forgotten its cached token. If not, login should have been remembered.
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    SLG-Dennis on Steam Forums - Thread - Direct
Your WorldGenerator.eco config file is corrupted.

Go to /Steam/steamapps/common/Eco/Eco_Data/Server/Configs and remove it.
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    SLG-Dennis on Steam Forums - Thread - Direct
I'm not sure what "pedophile hackers" or achievements have to do with the issue. Voice.eco contains a unique identifier that determines the voice chat channel, if two servers have the same for whatever reason the chats of both servers can be heard on both servers if at the same location on each server.

Hence, I need the content of that to check if there is some problem with identifier assigning and when deleting that identifier the issue should be resolved as on restart a new random one is generated. It should not be posted public, as otherwise someone could recreate this situation on purpose.

Locking, as topic drifted away. OP has not sent the necessary data, but can still do if they wish.
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Get homestead support papers, they need to replace them with their own on annexation.

Making your own town can also help, but it is possible to annex homesteads out of a town if it can be sufficiently surrounded.