SLG-Dennis

SLG-Dennis



31 Jul

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    SLG-Dennis on Steam Forums - Thread - Direct
No, Eco requires a purchase by every player.
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Originally posted by Difficult_Tough4270

The only way to get new land now is to join a group and ask the leader of the group to give you some of their claim papers. The leader determines who gets the claim papers. The larger the group, the more claim papers the leader gets to distribute. Solo players are stuck with their initial claim papers.

You only need _two_ people to form a town, so a group is not necessary at all. Just a single potentially random person on the server you start working together with, then starting to organize how you could grow further. Incentivizes the opposite of pre-made grouping.

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Originally posted by t6jesse

Hmm. I guess I'd have to try it first to judge if it's better than the abandoned homeless camps we had before.

Does the new system prevent farming completely on unclaimed land? I always just made ninja farms anyways because even back then I needed more land than I could claim

No, it does not, but as usual they're not safe from interaction by other people.

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Originally posted by Rokmonkey_

My buddy and I made up a low collaboration server with 10.0 playtest. We also went in unprepared.

We are struggling with gaining culture in our town, so we can expand the town borders to actually claim the land. Is 10.0 balanced yet with low collaboration servers? If so, do you have recommendations for that?

Is there information listed somewhere that explains how 10.0 playtest mechanics work? We have been unable to find information on how things like outposts table, or other mechanics work. The ingame ecopedia has a lot of placeholder text for individual buildings, and we don't seem to be able to generate much culture with only two.

No, Update 10 currently is solely intended for our official playtests. Singleplayer will not use the new mechanics at all, which applies to two people as well.


30 Jul

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It's a bit too early to judge this, for several reasons:

  1. Players mostly went in fully unprepared and did nothing to adjust their gameplay, while Update 10 needs most adapting since years. Those that already played on White-Tiger found a totally different situation, given the nature of the server.
  2. Our official servers typically have a different land distribution, something that we didn't do for this test.
  3. The world size is a bit too small for the amount of players, but given all earlier Playtests on vanilla settings it was impossible to predict it would just get as many people initially playing as on WT, as it's never even been 50% of that before. Normal official server cycles have way fewer players and the size always needs to be fitting the player count, but guessing that is sometimes not that easy.

Once all that is resolved, it'll become easier. The first town was founded in like 90 minutes and you need two people to do so. (That is ...

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Originally posted by DNedry

Ah the settlement system, something no one playing ECO even remotely asked for. Paper milling, oil drilling, cutting edge cooking, are all still incomplete messes, countless QOL concerns, load of bugs remain, but sure, lets add this convoluted settlement system that only 5% of servers will have a use for...

Actually a lot of people have asked for this feature in some form or the other over the years, the second most after boats. (And before trains)

Explanation could be trivial though: Allows you to make your own local government, showing the middle finger to former global government which seems to be something commonly liked by existing players, where trains is more something new players would like to see.

Nontheless, settlements feature (or very early Multi-Government, then Towns & Nations) was planned since the start of development of Eco, so it's not based on player requests, but was part of the game vision all along. (And will be extended even further)

The system changes the core gameplay of Eco (intendedly so) quite notably, by the way. So every server will ultimately use it, which means every player outside of singleplayer does, with the occasional purists. It's actually the biggest change to Eco's core gameplay since I work here, which is five years. It'...

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    SLG-Dennis on Steam Forums - Thread - Direct
Yes, that will be fixed in Update 10.
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    SLG-Dennis on Steam Forums - Thread - Direct
Correct, there is no further maintenance update for 9.7.x planned, 10.0 is now the focus.

28 Jul

ECO

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    SLG-Dennis on Steam Forums - Thread - Direct
/give excavator

25 Jul

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    SLG-Dennis on Steam Forums - Thread - Direct
Uninstall the game in Steam, delete your steamapps/common/Eco folder (but backup your saves and configs if you want to keep them, delete your AppData/LocalLow/Strange Loop Games folder and reinstall the game.

24 Jul

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Mail [[email protected]](mailto:[email protected]), this means your account doesn't own Eco - if correct or mistakenly, I can't tell without further info.


21 Jul

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    SLG-Dennis on Steam Forums - Thread - Direct
Originally posted by Cl0udKiD: It does effect your house value though
At least on vanilla, it does not (yet).
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    SLG-Dennis on Steam Forums - Thread - Direct
You would be surprised what kind of issues new players sometimes have, hence we try to help everyone that requests help, no matter what it seems to appear like - more often than not there is a misunderstanding or even an actual problem we can solve.

20 Jul

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    SLG-Dennis on Steam Forums - Thread - Direct
Carried items only fit in stockpiles and vehicles (not chests), when you target one it will show you how to put stuff there with just clicks, alternatively you can open their inventories with e and move it manually. You're supposed to shovel your dirt right into a cart and bring it to a stockpile. You can never carry more than 20 on your player. Works the same for any other carried object. We didn't want you to have a infinite minecraft-like inventory, but to use objects you need to build infrastructure for and be limited in what you can carry without machinery to help you. It's a major factor for Eco's economy to work out and simply a different, more realistic approach that fits the goal of Eco as a society simulation.

You're the first person in my five years at SLG that mentioned to have a problem with this concept and I'm unable to find the people asking the same question for the past 5 years at all, so this is surprising to me. Do you maybe not see the interaction hi... Read more
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    SLG-Dennis on Steam Forums - Thread - Direct
You can play in the playtest for next major update since a while, there is even a official server for it. We have no plans to release another another Update for 9.x.

16 Jul

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Originally posted by [deleted]

[removed]

Removed. Public servers for Update 10 playtest are not allowed.

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Your VRAM is barely at minimum specs, depending on what is going on in an area, that can lead to crashes as of our experience with other users. Without the logs not much I can say though.


14 Jul

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    SLG-Dennis on Steam Forums - Thread - Direct
Earliest Q4.
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    SLG-Dennis on Steam Forums - Thread - Direct
We separate between chunky carried items, that need to go to the carry slot and other items that can be put into your normal inventory for infrastructure and transportation reasons. It typically doesn't take long to understand what goes where.

11 Jul

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    SLG-Dennis on Steam Forums - Thread - Direct
When done.