It's been just about 2 weeks since I last updated this thread. Unfortunately I had to take about 10 days off, away from the development computers for family related issues. I did spend some of those 10 days working on documentation with my laptop. I've got most of the basic information on the mod tools finished. Only a couple more editors remain to be worked on and documented, before I move on to the final game play manual/in-depth overview of game variables. I will eventually be making some videos for the mod tools, after I finish the existing in game map's data. You can find this page by clicking Help, then Manual in the game, or by going directly to the site: http://wiki.gearcity.info/doku.php
Upon returning I've been able to knock out a number of tickets. v1.22.1 is looking for a first week release in August, most likely the 2nd, 3rd, or 4th. While I could push it out sooner, I want to test out this contracting system a bit more, knock out a couple minor tickets, and catch up the map data.
- GUI: Added number of units needed to the vehicles Assign Contract side panel.
- GUI: Added list of factories producing the vehicle and how many are being produced for the vehicles Assign Contract side panel.
- GUI: Added number of units needed to the engine Assign Contract side panel.
- GUI: Added list of factories producing the engine and how many for the engine Assign Contract side panel.
- GUI: Color coded Contract List based on filled or unfilled in Assign Contracts panel.
- GUI: Unfilled contracts no matter the type will cause a popup window in the office.
- Gameplay: Contract Units can be filled all at once if you have enough units. For vehicles, the minimum number of units (monthly requirement) are shipped first, then vehicles to customers, then any remaining vehicles can be shipped to contracts as extras.
- Gameplay: Enabled/Disable filling contracts all at once in the "Autocommands" section of the Mega Menu. It is defaulted to on.
- Gameplay: War now causes contracts to cancel. The exception to this is military contracts for your HQ country.
- Gameplay: You can now terminate contracts prematurely in the Assign Contracts Panel. You will have to pay the breach of contract penalty.
- Gameplay: You can now assign the first priority factory to receive vehicles from in a contract. The game will pull from this factory first to fill the contract requirements before it gets the required vehicles from other factories. You can find the drop down in the Assign Contract panel. Only the factories which are producing the vehicle is listed.
- GUI: Factory Production side panel now shows number of units required for contracts.
- Bugfix: Fixed bug in district lock estimated transportation costs for district branches.
Upon returning I've been able to knock out a number of tickets. v1.22.1 is looking for a first week release in August, most likely the 2nd, 3rd, or 4th. While I could push it out sooner, I want to test out this contracting system a bit more, knock out a couple minor tickets, and catch up the map data.
- GUI: Added number of units needed to the vehicles Assign Contract side panel.
- GUI: Added list of factories producing the vehicle and how many are being produced for the vehicles Assign Contract side panel.
- GUI: Added number of units needed to the engine Assign Contract side panel.
- GUI: Added list of factories producing the engine and how many for the engine Assign Contract side panel.
- GUI: Color coded Contract List based on filled or unfilled in Assign Contracts panel.
- GUI: Unfilled contracts no matter the type will cause a popup window in the office.
- Gameplay: Contract Units can be filled all at once if you have enough units. For vehicles, the minimum number of units (monthly requirement) are shipped first, then vehicles to customers, then any remaining vehicles can be shipped to contracts as extras.
- Gameplay: Enabled/Disable filling contracts all at once in the "Autocommands" section of the Mega Menu. It is defaulted to on.
- Gameplay: War now causes contracts to cancel. The exception to this is military contracts for your HQ country.
- Gameplay: You can now terminate contracts prematurely in the Assign Contracts Panel. You will have to pay the breach of contract penalty.
- Gameplay: You can now assign the first priority factory to receive vehicles from in a contract. The game will pull from this factory first to fill the contract requirements before it gets the required vehicles from other factories. You can find the drop down in the Assign Contract panel. Only the factories which are producing the vehicle is listed.
- GUI: Factory Production side panel now shows number of units required for contracts.
- Bugfix: Fixed bug in district lock estimated transportation costs for district branches.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski