SLG-Dennis

SLG-Dennis



21 Apr

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Please send the server logfiles to [email protected], they will be able to check.

You can find how to get these here: https://github.com/StrangeLoopGames/EcoIssues/wiki/Getting-the-Eco-server-and-client-log-files-for-local-world
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Originally posted by Inspektor: quote mason/carpenter: "I make only charcoal for my needs, cause its too much stress."
I know u think there should be guys that are mainly logger and sell that stuff so ppl that are mainly carpenter can craft things out but who in the name of god wants to play a videogame where u are only logger. whisky tango foxtrot.

We encourage specializing in a limited amount of specializations, which works best for getting a working economy going - that limit depends on server configuration and can be adjusted for the expected audience and their desired playstyle, which is exactly what community servers tend to do. You can find servers from limiting to just two skills, five skills, over just limiting... Read more
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    SLG-Dennis on Steam Forums - Thread - Direct
That value looks normal for a starting server on that size. Please note there is an issue where some achievements for extinction of population trigger despite the species didn't actually go extinct. Always use the population count display to check for now.

19 Apr

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
What's the world size and the populations? You can check change over time through the Web UI.
Comment

Errors are related to outdated mods.

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
You can do that to a degree with aqueducts, but there is no current plans for specific mechanics to do that.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
We've been saying that a lot, but Eco is made for playing on public multiplayer servers, creating a society simulation that requires players to be actively involved, solve problems and compromise in their respective community that revolves around the three base design pillars of ecology, economy and governance. It has always been the goal to expand and intertwine professions - that is one of the key parts of what makes players able to be important parts of a server and create a functioning economy. That has been reflected in all communication since the Kickstarter campaign that was all about this and just recently again in the Eco 1.0 blog. Next update will focus on maintenance for buildings, tools, vehicles and work tables, as we also noted there - it's an important step to create a continuous demand on servers. Basically everything in Eco is configurable to create whatever experience you would like as well.

I fully understand not everything we implement is something th... Read more

17 Apr

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Claim papers are required for housing benefits to work and some machinery, like waste filters.
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    SLG-Dennis on Steam Forums - Thread - Direct
Because Pottery is a T2 profession.

16 Apr

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Originally posted by RapaciousVisage

Ohh 100% it's not what we intend, but unfortunately many of those servers utilizing global government are setting up a global currency also, and since there's so many buildings involved in getting a global government + global currency set up, the QA command worked best for us because it gave us the space we needed. Either way it's a giant pain in the ass.

I actually find it pretty easy, to get a global currency running you just need two more objects force enabled and that's it. The manual setup for the federation to just that degree on WT takes 5 minutes with the prerequisites set. That seems a very reasonable setup time for turning the whole game design intention upside down.

Comment

Originally posted by RapaciousVisage

Just did this on my new server over the weekend. To add to the comment above, for paragraph two, another option is utilizing thr /sets command. Flattens an area, creates the three tiers of government, and gives a Treasury for each.

That is specifically a QA command and will likely not be what administrators intend to have when trying to create a simple global government as seen on other servers.

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Be careful with spawned claimpapers, to address an exploit issue there was a change in Update 10.1 that recalculates the claim papers of a settlement every server restart and removes any it shouldn't have based on its citizen counts. That should only apply to spawned claim papers with a settlement link, though. The unrestricted ones should work okay. If not, please let us know.

14 Apr

Comment

In Civics.eco set EnableAdminUI = True. In Settlements.eco set the last value of SettlementFoundationBaseInfluence high enough to fill the whole planet. (Depends on world size, 1200 is enough for maximum supported size of 2.56 km²)

Then, place a federation foundation in the world. Target it and execute /fe to force enable it. Open it, remove the check at "Needs Child Settlements". Then you're good to go to just set it up as any other settlement and have a global federation.


10 Apr

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Can you provide both savegame (.db and .eco file) and the Settlements.eco so we can have a look? Also note which coordinates, if there is multiple towns. Can send to [email protected] with a link to this thread.
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    SLG-Dennis on Steam Forums - Thread - Direct
Servers are the private property of their owners, as such they decide what rules have to be followed when playing there. Your example comparison fails the moment you are assuming the person would be jailed for life - the correct comparison would be that the person is for life banned from entering your backyard, which is very well within their right. Especially because it's private property, or as you say "a virtual space, game, childish play" - most people prefer to have a positive experience when playing a game in their freetime and don't have it when other people behave in inacceptable ways.

The game is not trying to teach you anything, it is a framework for you to reflect yourself after dealing with problems and come to your own conclusions. And why the law system is not suitable nor intended to deal with matters as was presented here I have already stated. One of the official servers is actually doing an experiment where it allows player government the creation of te... Read more
Post
Hey Citizens,
we have just released Hotfix 10.2.1 to address the following issues:

General:
  • Fixed: A rare issue that could prevent migration of worlds, making them fail to load in Update 10.2.
  • Fixed: Repeatedly and quickly applying fertilizer could lead to the client being disconnected from the server.
  • Fixed: Adding unrestricted claim papers received through Difficulty.eco settings to a claim stake wouldn't allow to claim more land.
  • Fixed: Interacting with a claim stake containing unrestricted claim papers or adding such to one could lead to the client being disconnected from the server.
  • Removed: Deprecated config variables for Exhaustion in Balance.eco.template.
Balance:
  • Fixed: Recurve bow was using the wrong specialty for repairing.
  • Fixed: Small court had too many law slots - it now ha...
Read more
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
That is correct, but the law system in Eco in opposite it's real life counterpart is a feature for simple automated, programmated enforcement to regulate primarily game mechanical aspects, not so much player behaviour - which is not simple at all and needs someone with a brain to assess. As such it can only act on things it can automatically detect, which is a limited set of actions. This is not one of the things it can act on, just as it cannot act on players uploading inappropriate pictures, cheating, using multiple accounts at the same time, building not so funny symbols on their properties, calling other people names in the voice chat, just finding their way around the limited implementation capabilities through exploiting or creative means or anything else that goes beyond simple game actions. Yet, servers are very well intended to be able to make regulations on those matters.

The real life law system does not have that flaw, as it has simple textual laws (like ser... Read more

09 Apr

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Originally posted by Ranix: I agree with op, admins like that make me mad. Last time I played the admin got so pissed I took a steam engine he left on unclaimed land (when he was refusing to make them for anyone else) that he used cheats to figure out who took it

I assume you mean the widely used chronicler mod for action logging? That's also used on all official servers and endorsed by us, it's very helpful for admins to enforce rules quickly without any doubt and commonly wished to be integrated to the base game.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Sounds like broken mods folder, delete the E:\SteamLibrary\steamapps\common\Eco\Eco_Data\Server\Mods\ folder and verify game files via steam.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Originally posted by Bodycount: The goal I'm trying to reach is to get a server for multiplayer (not a single player server) with the old features (no settlements), and of cause be able to claim an unlimited ammount of claims. As said, for the moment it is kind of limited. When I try to claim more, I get a message that I already used all of my 16 claims. But I have more placed, and should be able to claim way more. That does ot work. How to fix?

That is a known issue with settlements off in 10.2. It'll be adressed with Hotfix 10.2.1. I do want to note again that settlements off is a deprecated setting and shouldn't be used, everything that can be done with settlements off can be done with settlements on, including gaining u... Read more