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2D-4X
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Every once in a while everyone will scavenge and never stop scavenging.
#666
lordhaywire
opened
4 days ago
0
In combat it seems like the defenders activity is not being set to Combat. Double check.
#665
lordhaywire
opened
4 days ago
0
Trying to make work, scavenge, research and build all use the work amount generated. This would get rid of the switch at WorkDayOverForPopulation.
#664
lordhaywire
opened
4 days ago
0
Double check that construction costs are getting charged.
#663
lordhaywire
opened
4 days ago
0
Good produced per day for multiple day goods needs to show how many days each one takes.
#662
lordhaywire
opened
4 days ago
0
Spend the input goods to generate goods in a county improvement.
#661
lordhaywire
opened
4 days ago
0
For some reason when we are adding a good to the players goods via a story event it checks if it is perishable. That doesn't seem necassary. AddStoryEventCountyResource
#660
lordhaywire
opened
5 days ago
0
This needs to be rewritten completely: CreateFactionResourceDictionary
#659
lordhaywire
closed
5 days ago
0
Make sure each day it copies GoodData correctly for yesterdays and the current days lists for the math on the top bar.
#658
lordhaywire
closed
4 days ago
0
BUilding materials can be dealt with by using an Enum instead of a resource.
#657
lordhaywire
closed
5 days ago
0
Maybe combine factionResources and CountyResources into one Goods Resource.
#656
lordhaywire
closed
5 days ago
0
We need change how research works with the new work cost concept.
#655
lordhaywire
opened
1 week ago
0
Rename resources to goods
#654
lordhaywire
closed
5 days ago
0
Get rid of daily construction amount and make it the same as the daily Work amount, and the bonus too
#653
lordhaywire
opened
1 week ago
0
Negative work leftover is jackin' shit up.
#652
lordhaywire
closed
4 days ago
0
Work amount isn't getting reset.
#651
lordhaywire
closed
4 days ago
0
If the work cost is lower then the daily production (it produces 1 or more per day) then the math needs to be done.
#650
lordhaywire
closed
4 days ago
0
In game date and time on each event.
#649
lordhaywire
opened
1 week ago
0
Good per day needs to be changed to good produced yesterday. What if the county improvement produces nothing?
#648
lordhaywire
closed
4 days ago
0
When a county resource that takes multiple days is added to the county from production we need to subtract the amount of work done, and we need to reset todaysAmountGenerated.
#647
lordhaywire
closed
4 days ago
0
Good produced per day needs to be changed when the countyimprovement is in production.
#646
lordhaywire
closed
2 weeks ago
0
Camera Rewrite
#645
MJones3035
closed
2 weeks ago
0
Change Goods Produced to Goods Produced Per Day
#644
lordhaywire
closed
2 weeks ago
0
I don't think goods produced is working - CalculateWorkToGoodsProduction
#643
lordhaywire
closed
2 weeks ago
0
Make it so some places can only build county improvements depending on terrain.
#642
lordhaywire
opened
2 weeks ago
0
Test good produced that cost more then 1 day of work amount. So like Scouting Equiment.
#641
lordhaywire
closed
4 days ago
0
Check why Douglas is building a garden and not a fishers shed.
#640
lordhaywire
opened
3 weeks ago
0
Progress bar working for multiple per day goods generation.
#639
lordhaywire
closed
2 weeks ago
0
Make sure the goodData is getting duplicated so they have unique copy.
#638
lordhaywire
closed
4 days ago
0
Have the population AI know which resource the county or faction needs more and have it switch to that production automatically.
#637
lordhaywire
opened
3 weeks ago
0
Are we going to do scavenging the same way as other work?
#636
lordhaywire
opened
3 weeks ago
0
Construction cost, and max workers needs to show in Research panel.
#635
lordhaywire
closed
3 weeks ago
0
Make it so the improvement name is easier to see, and possibly at the top of the County Improvement Panel.
#634
lordhaywire
opened
3 weeks ago
0
Update work progress to panel after we figure out the outputs taking more then a day.
#633
lordhaywire
closed
2 weeks ago
0
To add available storage on a resource the player has to reduce the available storage on a resource before they can add more....Sometimes.
#632
lordhaywire
opened
1 month ago
0
When a county improvement is removed it also needs to remove any storage the county improvement generates.
#631
lordhaywire
opened
1 month ago
0
Add construction cost on possible buildings.
#630
lordhaywire
closed
3 weeks ago
0
Check if we are using the tangible vs nontangible goods thing.
#629
lordhaywire
closed
1 month ago
0
Write a method that returns the research name already translated.
#628
lordhaywire
opened
1 month ago
0
Convert County Population to a resource so it can be [Export].
#627
lordhaywire
opened
1 month ago
0
Actually construction cost number needs to be in county improvement panel.
#626
lordhaywire
closed
1 month ago
0
When scouting equipment is being built the name is too long in the population list.
#625
lordhaywire
closed
1 month ago
0
See if there is a way to save a variable with something else besides [Export].
#624
lordhaywire
closed
1 month ago
1
When county improvements are instantated in the improvement panel they are numbered, and currently it numbers each one consecutively, but in reality it should be each duplicate gets a number.
#623
lordhaywire
closed
1 month ago
0
Finished improvements are not alphabetized.
#622
lordhaywire
closed
1 month ago
0
Use remnants shouldn't show on inputs when improvement is under construction.
#621
lordhaywire
closed
1 month ago
0
Make it so you can remove the county improvement while it is under construction.
#620
lordhaywire
closed
1 month ago
0
Make sure the county improvement panel looks right in the research panel.
#619
lordhaywire
closed
1 month ago
0
Change Use Remnants to a button or something because a checkbox is invisible.
#618
lordhaywire
opened
1 month ago
0
Saving and Loading
#617
lordhaywire
opened
1 month ago
0
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