The Component and Vehicle production outsourcing/purchasing system has been implemented. There are probably still bugs and additional things needed to be worked into the system, but it seems to work fairly well. I then switched to the few remaining features for this build and some bug fixes. A couple of proposed features didn't make the cut for the game, particularly building other company's war contracts.
But what did make it in?
- Gameplay: AI or Player can now put produced components and vehicles up for sale.
- Gameplay: AI or Player can now purchase already produced components or vehicles.
- Gameplay: Expanded contracting system to generate new contracts based on sold finished products to other manufacturers.
- Gameplay: Implemented inventory system for purchased components.
- Gameplay: Limited production of vehicles based on the number of purchased components.
- Gameplay: Removed purchased components from the ability to be licensed, contract submitted, or raced.
- Gameplay: Implemented an automatic contract renewal system for purchased components/vehicles. AI and Player can cancel these contracts at anytime.
- Gameplay: Reduced race winnings now that racing contracting is implemented.
- Bug Fix: Fixed duplicate NOA/NAD AI company logos.
- Artwork: Added "gap" decals used to make door jams, hoods, etc.
- Bug Fix: Fixed several bugs not allowing players to submit contracts in the Office and RnD.
- Bug Fix: Fixed wrong coloring bug when showing if a component or vehicle meets a contract requirement.
- Bug Fix: Fixed bug where country limited contracts where not appearing when they should be.
- Gameplay: Implemented a Contract Renewal request system for non-manufacturer contracts. Once a contract is complete, there is a chance your customer will ask for more units, you can decline or approve.
- Gameplay: Implemented a War Munitions system. Factories in war zones can now convert their plants to munitions production. Producing munitions will increase the chances of your factory being destroyed, but will provide you income even in foreign countries. Producing munitions in foreign countries will hurt your image ratings globally.
- Bug Fix: Fixed bug where vehicle licensing royalties and fees would display $0 in the licensing window.
- Bug Fix: Fixed crash on regional maps when selecting regions that do not exist in the game.
- GUI: Removed regions that do not have cities from the premade region lists.
- GUI: Improved decal placement system, by fixing several annoying conditions and bugs.
- Bug Fix: Calculated debts directly from the data for Bid on Bankruptcy action memo.
- Gameplay: Implemented a "Wait" button in Bid on Bankruptcy action memo, so you research the company further before you buy them. The memo will appear after you return to the Office from another "room". If you end the turn before making a decision, the game will decline the buy out.
- GUI: Added missing smoothness ratings to gearbox and engine licensing windows.
- GUI: Added help button to Min/Max Transportation Cost info in the branch distribution side panels.
- GUI: Added Total Units Needed for Contract information to the Factory Production side panels. Additional information added to the Assign Contracts side panels as well.
- Gameplay: Adjusted Factory worker wages for different difficulties. They will also get an incremental bonus to the base wage every year as factory workers become more technical/skilled laborers.
Finally there were several other bugs that I ran into testing things, but I haven't documented them.
I have one more thing to look into, then I start play testing, packing it all up, and then shipping it out as v1.22.2. I'll probably work on some more map data and wiki data in between v1.22.2 release date and this last ticket.
But what did make it in?
- Gameplay: AI or Player can now put produced components and vehicles up for sale.
- Gameplay: AI or Player can now purchase already produced components or vehicles.
- Gameplay: Expanded contracting system to generate new contracts based on sold finished products to other manufacturers.
- Gameplay: Implemented inventory system for purchased components.
- Gameplay: Limited production of vehicles based on the number of purchased components.
- Gameplay: Removed purchased components from the ability to be licensed, contract submitted, or raced.
- Gameplay: Implemented an automatic contract renewal system for purchased components/vehicles. AI and Player can cancel these contracts at anytime.
- Gameplay: Reduced race winnings now that racing contracting is implemented.
- Bug Fix: Fixed duplicate NOA/NAD AI company logos.
- Artwork: Added "gap" decals used to make door jams, hoods, etc.
- Bug Fix: Fixed several bugs not allowing players to submit contracts in the Office and RnD.
- Bug Fix: Fixed wrong coloring bug when showing if a component or vehicle meets a contract requirement.
- Bug Fix: Fixed bug where country limited contracts where not appearing when they should be.
- Gameplay: Implemented a Contract Renewal request system for non-manufacturer contracts. Once a contract is complete, there is a chance your customer will ask for more units, you can decline or approve.
- Gameplay: Implemented a War Munitions system. Factories in war zones can now convert their plants to munitions production. Producing munitions will increase the chances of your factory being destroyed, but will provide you income even in foreign countries. Producing munitions in foreign countries will hurt your image ratings globally.
- Bug Fix: Fixed bug where vehicle licensing royalties and fees would display $0 in the licensing window.
- Bug Fix: Fixed crash on regional maps when selecting regions that do not exist in the game.
- GUI: Removed regions that do not have cities from the premade region lists.
- GUI: Improved decal placement system, by fixing several annoying conditions and bugs.
- Bug Fix: Calculated debts directly from the data for Bid on Bankruptcy action memo.
- Gameplay: Implemented a "Wait" button in Bid on Bankruptcy action memo, so you research the company further before you buy them. The memo will appear after you return to the Office from another "room". If you end the turn before making a decision, the game will decline the buy out.
- GUI: Added missing smoothness ratings to gearbox and engine licensing windows.
- GUI: Added help button to Min/Max Transportation Cost info in the branch distribution side panels.
- GUI: Added Total Units Needed for Contract information to the Factory Production side panels. Additional information added to the Assign Contracts side panels as well.
- Gameplay: Adjusted Factory worker wages for different difficulties. They will also get an incremental bonus to the base wage every year as factory workers become more technical/skilled laborers.
Finally there were several other bugs that I ran into testing things, but I haven't documented them.
I have one more thing to look into, then I start play testing, packing it all up, and then shipping it out as v1.22.2. I'll probably work on some more map data and wiki data in between v1.22.2 release date and this last ticket.
"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