一些bug反馈与革新建议 V0.8.0

  1. #1bug 交易中心的具体交易过程中,表示购买数量的方框内仅可以输入数字,而无实际交易意义。建议此项功能可以与表示买卖数量的滑块一起协作。

  2. #2bug 村民找不到储存制成品的空间,在实际操作中太过笼统,无具体指向。目前来说,它仅会指向储藏室等存放地点,而非明确告诉你是哪一项物品的存放出现了问题。

  3. #3bug 所有会降低吸引力的矿均会在统一范围内建设收集矿场时出现数量激增,举例:标示数量为4872的铁矿在建设后会显示成数量为45841,游戏玩家根本无法采集完成。

  4. #4建议 可以后期可以增加储物车的生产,即两头牛的车,而非货车工坊里的一头牛的车。

  5. #5建议 货车工坊目前地位很尴尬,生产者运输货物速度很快,尽管运输数量很少。

  6. #6建议 允许任何储存货物的建筑(生产建筑、市场等)可以自定义存储数量,类似于目前总体生产限额那种,而且劳工可以帮助搬运货物,也就是将资源合理分配,从而避免有些存储建筑里面的物品永远放在那里而无人接触。

  7. #7建议 目前房屋只能靠屏幕右上角的自动升级来升级,建议在房屋页面可以手动点击升级,类似于很多生产类建筑的升级方式。

  8. #8建议 战死者或者因为其他原因死亡的人,在死亡后希望其衣服、物品可以回收再利用,而非全部带入坟墓。作为补偿,可以将死亡的人在死后一段时间后视为病人,可以传播疾病。或者,用亚麻制作裹尸布来埋葬死亡的人。

  9. #9建议 在战争中未射中敌人的箭可以在战后被拾起,而非消失不见。

  10. #10建议 在掠夺者来袭时,我们无法弄清敌人会从哪个方向来,类如:300人的小队可以从3个方向来侵袭,而目前系统仅会提示一个方向,这样当我们做好一个方向的防御准备时,其他方向的敌人已经完成了大的破坏。

  11. #11建议 因为我使用了收集者模组,所以可以移栽任何植物,但是后期粮食充足后这是一种资源的浪费,建议允许玩家来删除植物,这样觅食人可以更快捷高效的收集草药等实用类植物,而非食物类植物。

  12. #12建议 当战争开始后,我将兵营设定了集结地点,而当我方军队出现了损伤时,我们在人员列表补充军人时,他们会优先前往集结地点而非在简单武装后前往集结地点。

  13. #13建议 目前畜棚的优化比上个版本更加优秀,但是有一个问题运行中的问题,希望我们可以有一个按钮来暂停放牧,这样我们可以消耗多余的食物(麦子、萝卜等),任由粮食腐烂不如让牛去吃完。

  14. #14建议 我有一个模组,允许收粪工厂可以两个人工作,希望收粪工厂可以更加智能,比如自动给最低肥力的农田施肥,同时允许我们手动施肥,这样在前期开垦农田的过程中不会给刚开垦完的农田施肥,而是用到已经除完草和岩石的新农田中。

  15. #15建议 关于沙子的使用目前是一个让我疑惑的地方,沙子制成玻璃器皿,玻璃器皿制成罐头或者药酒。为什么被吃完的罐头和被使用后的药酒不能重新变回玻璃器皿呢?这样肯定会影响玻璃器皿的生产,不如给他加一个报废率,也就是说一个玻璃器皿不能永远被使用,有使用次数限制。

  16. #1bug In the specific transaction process of the trading center, only numbers can be entered in the box indicating the purchase quantity, but there is no actual transaction significance. It is suggested that this function can be used in conjunction with a slider indicating the number of purchases and sales.

  17. #2bug Villagers can’t find the space to store the finished products. In practice, it is too general and has no specific direction. For now, it will only point you to storage locations such as storage rooms, rather than specifically telling you which item is at fault.

  18. #3bug All the mines that make them less attractive now have an increase in the number of collected mines when they are built in a unified area. For example: an iron mine with a number of 4872 shows a number of 45841 after it is built, and the player can’t collect it at all.

  19. #4 suggested that the production of storage vehicles could be increased at a later stage, i.e. the vehicles of two cows instead of the vehicles of one cow in the truck workshop.

  20. #5 Suggestion Lorry shops are currently in an awkward position where producers move goods very quickly, although in small quantities.

  21. #6 Suggests that any building that stores goods (production building, market, etc.) be allowed to customize the amount of storage, similar to the current overall production quota, and that labor help move the goods, i.e., allocate resources properly, so that some storage buildings do not have items sitting there untouched forever.

  22. #7 suggests that houses can only be upgraded by the automatic upgrade in the upper right corner of the screen. It is suggested that you can manually click the upgrade on the house page, which is similar to the upgrade method of many production buildings.

  23. #8 recommends that those who have died in battle or from other causes wish their clothes and belongings to be recycled after death rather than taken to the grave. As compensation, a person who dies can be treated as a sick person after a certain period of time after death and can transmit disease. Or, linen was used to make a shroud for the burial of the dead.

  24. #9 suggests that an arrow that misses the enemy in battle can be picked up after the war instead of disappearing.

  25. #10 suggests that in the event of a Marauder attack, we don’t know which direction the enemy will come from. For example: a team of 300 can attack from 3 directions, while currently the system only suggests one direction, so that when we are ready to defend in one direction, the enemy in the other direction has already done a lot of damage.

  26. #11 Suggested that since I used the collector module, I could transplant any plants, but it would be a waste of resources if the food was sufficient in the later stage. It is suggested that players should be allowed to delete plants, so that foragers can collect herbs and other practical plants more quickly and efficiently instead of food plants.

  27. #12Suggestion When the war started, I set the barracks as the assembly point, and when our troops were damaged, when we added soldiers to the personnel list, they would go to the assembly point first instead of simply armed.

  28. #13 Suggested that the current optimization of the barn is better than the previous version, but there is a problem in the operation of the problem, hope we can have a button to suspend grazing, so that we can consume the excess food (wheat, radish, etc.), let the food rot is better than let the cattle to eat up.

  29. #14 suggests that I have a module that allows two people to work in the manure collecting factory. I hope that the manure collecting factory can be more intelligent, such as automatically fertilizing the farmland with the lowest fertility while allowing us to fertilize manually.

  30. #15suggests about the use of sand is a confusing area for me at present. Sand is made into glassware, and glassware is made into cans or medicinal wine. Why can’t eaten cans and used medicinal liquor be turned back into glassware? This will definitely affect the production of glassware, so it is better to add a scrap rate, that is, a glassware cannot be used forever and there is a limit on the number of uses.

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