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2D-4X
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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
opened
2 days ago
0
Good produced per day needs to be changed when the countyimprovement is in production.
#646
lordhaywire
closed
2 days ago
0
Camera Rewrite
#645
MJones3035
closed
3 days ago
0
Change Goods Produced to Goods Produced Per Day
#644
lordhaywire
closed
3 days ago
0
I don't think goods produced is working - CalculateWorkToGoodsProduction
#643
lordhaywire
closed
2 days ago
0
Make it so some places can only build county improvements depending on terrain.
#642
lordhaywire
opened
3 days ago
0
Test good produced that cost more then 1 day of work amount. So like Scouting Equiment.
#641
lordhaywire
opened
1 week ago
0
Check why Douglas is building a garden and not a fishers shed.
#640
lordhaywire
opened
1 week ago
0
Progress bar working for multiple per day goods generation.
#639
lordhaywire
closed
2 days ago
0
Make sure the resourceData is getting duplicated and not copies to the countyImprovementData so they have unique copy.
#638
lordhaywire
opened
1 week 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
1 week ago
0
Are we going to do scavenging the same way as other work?
#636
lordhaywire
opened
1 week ago
0
Construction cost, and max workers needs to show in Research panel.
#635
lordhaywire
closed
1 week 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
1 week ago
0
Update work progress to panel after we figure out the outputs taking more then a day.
#633
lordhaywire
closed
2 days 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
2 weeks ago
0
When a county improvement is removed it also needs to remove any storage the county improvement generates.
#631
lordhaywire
opened
2 weeks ago
0
Add construction cost on possible buildings.
#630
lordhaywire
closed
1 week ago
0
Check if we are using the tangible vs nontangible goods thing.
#629
lordhaywire
closed
2 weeks ago
0
Write a method that returns the research name already translated.
#628
lordhaywire
opened
2 weeks ago
0
Convert County Population to a resource so it can be [Export].
#627
lordhaywire
opened
2 weeks ago
0
Actually construction cost number needs to be in county improvement panel.
#626
lordhaywire
closed
2 weeks ago
0
When scouting equipment is being built the name is too long in the population list.
#625
lordhaywire
closed
2 weeks ago
0
See if there is a way to save a variable with something else besides [Export].
#624
lordhaywire
closed
2 weeks 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
2 weeks ago
0
Finished improvements are not alphabetized.
#622
lordhaywire
closed
2 weeks ago
0
Use remnants shouldn't show on inputs when improvement is under construction.
#621
lordhaywire
closed
3 weeks ago
0
Make it so you can remove the county improvement while it is under construction.
#620
lordhaywire
closed
3 weeks ago
0
Make sure the county improvement panel looks right in the research panel.
#619
lordhaywire
closed
3 weeks ago
0
Change Use Remnants to a button or something because a checkbox is invisible.
#618
lordhaywire
opened
3 weeks ago
0
Saving and Loading
#617
lordhaywire
opened
3 weeks ago
0
Research bool for research offices, etc. I see no other way to do it. Unless we have some sort of building type.
#616
lordhaywire
closed
3 weeks ago
0
ExportGroups
#615
lordhaywire
opened
1 month ago
0
Faction Resource Inputs needs to be added.
#614
lordhaywire
closed
3 weeks ago
0
List of built buildings below the county info panel, actually a list of resources produced by that county in the County Info Panel would be better.
#613
lordhaywire
opened
1 month ago
0
Make outputs and inputs only use 1 collumn if there is only 1 good.
#612
lordhaywire
closed
3 weeks ago
0
Write a generic method that adds the container panel for construction, inputs and outputs. Maybe use the T thing ChatGPT suggested.
#611
lordhaywire
closed
3 weeks ago
0
If the inputs is nothing, then it needs to say none.
#610
lordhaywire
closed
3 weeks ago
0
Let the player choose between influence and money to construct an improvement, if their economy allows that.
#609
lordhaywire
opened
1 month ago
0
Make the switch work with research.
#608
lordhaywire
closed
3 weeks ago
0
Add a label of why an improvement is not producing, such as not enough input goods.
#607
lordhaywire
opened
1 month ago
0
Remove the whole hiring status/code (status has been removed) in CountyImprovementData.
#606
lordhaywire
closed
3 weeks ago
0
Test that the goods dictionaries are really copying and not duplicating.
#605
lordhaywire
closed
2 weeks ago
0
Add a script to the costPanelContainer that has everything.
#604
lordhaywire
closed
1 month ago
0
Generate all construction costs.
#603
lordhaywire
closed
1 month ago
0
Double check that priortizing one of the same improvements works. It seems like sometimes they don't prioritize.
#602
lordhaywire
closed
2 weeks ago
0
Max workers buttons aren't reducing the number of workers. So if you lower the amount of max workers it should immediately fire them.
#601
lordhaywire
closed
2 weeks ago
0
Why isn't countyAI.DecideBuildingCountyImprovements in day start instead of end of day?
#600
lordhaywire
opened
1 month ago
0
Prioritize county improvements
#599
lordhaywire
opened
1 month ago
0
Person working at Research Office isn't showing up in Research Assignment list.
#598
lordhaywire
closed
3 weeks ago
0
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