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#146557 - 05/18/08 01:59 AM
Re: A place to log bugs?
[Re: isla]
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Unicorn
Registered: 10/07/04
Posts: 17509
Loc: Colorado
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That's something that we're looking at.
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#146566 - 05/18/08 02:08 AM
Re: A place to log bugs?
[Re: LadyCFII]
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Adviser
Registered: 05/06/08
Posts: 87
Loc: Seattle, WA
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My chief will not direct repair of the huts once all of the puzzles have been completed. I don't know if it's intentional, but it prevents the chief from becoming a jack of all trades once the puzzles have been completed.
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#146583 - 05/18/08 02:29 AM
Re: A place to log bugs?
[Re: lloydbug]
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Unicorn
Registered: 10/07/04
Posts: 17509
Loc: Colorado
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It's not intended for the chief to become the JoaT. The chief has other functions in the game, and fixing huts is an individual activity for the builders.
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#146642 - 05/18/08 03:50 AM
Re: A place to log bugs?
[Re: Jami]
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Unicorn
Registered: 10/07/04
Posts: 17509
Loc: Colorado
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We're looking into that issue.
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#146691 - 05/18/08 04:54 AM
Re: A place to log bugs?
[Re: kkbodine]
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Unicorn
Registered: 10/07/04
Posts: 17509
Loc: Colorado
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You are probably just missing where the plant is. The plants are not magic, they are just special herbs that appear with level 2 of your chosen faction. You can look in the VV3 Guides for a map that shows the herb locations.
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#146702 - 05/18/08 05:10 AM
Re: A place to log bugs?
[Re: lloydbug]
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Adviser
Registered: 05/06/08
Posts: 87
Loc: Seattle, WA
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I understand that it's not the chief's function to build huts, but if I drag him to an unfinished hut, he directs work. I feel that this keeps the villagers more on task than if he weren't there helping them. However, once the huts are complete he no longer directs work on construction. I have to drag my villagers to fix the hut over and over and over again before they it sticks. Maybe the directing work is a perceived advantage on my part but I could swear that they work more efficiently when he helps them.
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#146710 - 05/18/08 05:23 AM
Re: A place to log bugs?
[Re: isla]
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Newbie
Registered: 08/07/06
Posts: 19
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I don't think time is passing correctly on my game - and I absolutely, positively have not in any way 'altered' time on my computer. I leave them on 'fast' mode (plenty of food now) and they are working at the 2nd hut. ALL of them - yet when I come back, they're still at the same percentage completion I left them at. They don't seem to DO anything when the game is 'closed' - as soon as I open the game again, they all start 'building a hut'.
I thought there was a problem also when I was working them at the research table - they didn't make a lot of progress, it seemed. But I kept the game open all morning and they finally got enough tech points to move up on the nature tract.
Please advise. I read the 'faq' sections about potential issues and it seems to imply that it's typically related to altering the clock on your computer - but I haven't, honest.
Thanks.
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#146733 - 05/18/08 06:56 AM
Re: A place to log bugs?
[Re: mmaxe01]
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Newbie
Registered: 08/07/06
Posts: 19
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Update: If I keep the game open and keep the chief 'directing' their work, they make progress. But I just closed the game for about 30 minutes - reopened it and they were not working, no progress made and yet immediately all headed up towards the hut with the 'building a hut' description. WHY will they not work on that hut without the game being open? Do they finish projects in the order they were started? (because I started them clearing rubble first - and that's where they all were, though they're not making any progress on that either, in terms of percentage completed). Any advice/info will be appreciated. On the one hand, the game will 'last' forever if I have to finish all the projects with the game actually open - but it's nice to be able to get them started and let them work like in the previous games.
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