What bug do you mean?
The sheep wool pallets spawn correctly, so I'm unsure what your issue could be?
What bug do you mean?
SirLANsalot wrote: ↑Sun Sep 30, 2018 2:58 pmLoving the map, its very well laid out. A few issues.
1. Fields are FARRRRRRR FAR FAR FAR too cheap for their size. Dunno if the per ha ratio is wrong, but a 10+ HA field only costing around 200k? When on Goldcrest field 5 costs just shy of a mil. Fields should be about the same price point as the default game, this is the only map I have ever played on where the price per a .ha was set really low.
2. Lack of sell points. Only 2? on a map of this size I would of at least expected 3 or 4 sell points for the crops. Suggestion, have another sell point near the edge of the map by field 1 (off the main road).
3. Fence posts!! Maps with fences near the edge of fields need to die!!!! ok, so rage over, the fences here are very....odd. You can drive through the fence itself, but the posts are collide-able. This creates issues on field 45, while that fence is a part of the cow pasture, I would suggest removing the collision from the posts near that field. This will help harvesters and seeders working near it not get stuck all the time. Both Courseplay and AI Extensions get confused when getting near that area. The typical collision avoidance detection doesn't work since not all of the fence is collide-able. Also on the other side of that field the small short trees are of similar concern, but that can be solved with some simple logging. Alas, fence posts cannot be removed.....
Just a few critiques but otherwise a very enjoyable map.
Its more for gameplay and progression purposes. With the prices as they are now, you have to play on hard, otherwise the entire map becomes a walk in the park. When equipment is more expensive then the fields, something is wrong. Land is not cheap, no matter where you live, its not like they are exactly making new land, lol. With the size of the 3 starting fields it gets very easy to just buy the entire map after a few harvests. The default prices for fields in the game are set that way to give the player something to work toward, how fast that goal happens is where the difficulty steps in.BulletBill wrote: ↑Sun Sep 30, 2018 6:33 pm@Sir LANsalot,
Glad to hear your enjoying the map.
As to your suggestions:
1) The field prices as default mean that expanding your fields takes a long time in gameplay hours, especially if playing on hard and Seasons.
It seems pointless map makers spending all that time filling the map with fields and detail when most players end up rarely owning more than the fields they started with.
I prefer to allow the player to expand there farm quicker.
Finally the default game prices are very unrealistic compared to RL prices at least from where I live.
Don't get me wrong, its a very nice rendition of the area. However its perfectly fine to build in some...non realistic things if they are for gameplay purposes. Adding a grain mill or something along those lines would not be out of place on that map, it might not be there in real life but people will understand that it would be needed in terms of gameplay. Like a house that might be there IRL, would be a mill or a bakery sell point in the game. Besides, if the people of that house are fans of the game, they might look at it as something funny that there house is now a sell point inside in the game. What i am saying is, its perfectly fine to go and make a realistic rendition of an area, players love that, but also players need to actually play the game too. As such players will also forgive a few creative licences if it means it makes for a better playing map. Grain sell points are, more or less, "main" sell points in a map since those are the crops you mostly will be planting and using.BulletBill wrote: ↑Sun Sep 30, 2018 6:33 pm2) As this map is a RL replica it is very hard trying to build sell points into an area which doesn't contain them in RL. If you do it wrong they end up looking out of place and just stupid.
You have 2 grain sell points, 1 root crop, 1 sawmill, 1 wool pallets, 1 manure, and 1 straw/hay. That to me seems plenty and helps keep the reality of the RL area as close as possible.
Mainly that was pointed at field 45 and the cow pasture. As I had suggested, those posts would be the only ones that should have collision removed. Another idea might be to adjust the field or the border (the one the AI sees) to better accommodate the posts instead.BulletBill wrote: ↑Sun Sep 30, 2018 6:33 pm3) As pointed out the base AI workers, even AI improvement mods are all very limited.
The barbedwire fence is around that field in RL, hence why I placed it there. The reason the wire does not have a collison but the posts do is my reasoning that if you gently collided with a barbedwire part of the fence it would snap easily, whereas a wooden post would not snap as easily.
I realize that some players seem to be unable to work with boundaries around fields. This is part of farming in RL and personally I am not interested in making SimCity, Arcade style maps.
I enjoy replicating RL areas ingame. That for me is my enjoyment in the game enjoying RL beautiful areas.
I hope this answers all your questions... all the best enjoying the map.