Feedback and bugs in CapLab beta
Posted: Thu Jun 26, 2014 6:33 am
Firstly, let me say what a great game this is. I loved Capitalism 2, and bought Capitalism Lab the moment it went on sale.
* Can we please have a 'pause on game start' option? I'm tired of hammering the zero key every time I start a new game.
* This isn't a bug, but a gameplay flaw. I notice that in the latest beta, people are given lots more expertise points in all fields generally, compared to the release version. This is a good thing. However, it still seems you are just giving them out randomly.
You need to add 'flavour' to the distrbution of expertise points to people, taking their expert product class into account. It doesn't make sense that someone who's an expert with computers, or communications devices or something, has a huge 'farming' score. It was even more ridiculous in the release versions - I was scouting for a technology expert, and the only person available had 20 for everything, except farming, which they had a 90 in. I mean - really? A tech expert knows nothing except farming? Come on, it's just silly.
A food or leather expert should have high farming scores, but relatively little raw material knowledge, because those firms aren't used in the manufacturing of their expert product classes. Conversely, it should be the other way around for tech experts.
* There is a bug introduced when you go bankrupt. The bankruptcy music plays on loop, parts of the interface freeze, time doesn't advance properly, and eventually the game jumps to life and 'unstucks' itselfs. It happens every time I go bankrupt, both in release version 2.4.08 and the latest beta version 2.5.06B. This never used to happen on older versions of CapLab I played.
* I discovered a bug the other day when manufacturing electronic components (in 2.5.06B). Here's a factory making ECs. Notice how the two manufacturing units have the correct inputs, and are not connected together.

Now, if I connect them together, the bottom one turns into air conditioners.

If I disconnect them, they produce ECs. If I connect them, the bottom one makes air conditioners.
Also, I was pleased to see you've fixed the bug present in 2.4.08, where if you perform R&D, then change the R&D project once it's completed, the News string displays the new R&D product, rather than the actual product completed. You've fixed it by simply removing the News string about the R&D completion once you change the project, rather than adding persistence to the news string! Naughty naughty! I can't complain since it doesn't really matter, and you're doing us many favours by continuing to improve the game.
* Can we please have a 'pause on game start' option? I'm tired of hammering the zero key every time I start a new game.
* This isn't a bug, but a gameplay flaw. I notice that in the latest beta, people are given lots more expertise points in all fields generally, compared to the release version. This is a good thing. However, it still seems you are just giving them out randomly.
You need to add 'flavour' to the distrbution of expertise points to people, taking their expert product class into account. It doesn't make sense that someone who's an expert with computers, or communications devices or something, has a huge 'farming' score. It was even more ridiculous in the release versions - I was scouting for a technology expert, and the only person available had 20 for everything, except farming, which they had a 90 in. I mean - really? A tech expert knows nothing except farming? Come on, it's just silly.
A food or leather expert should have high farming scores, but relatively little raw material knowledge, because those firms aren't used in the manufacturing of their expert product classes. Conversely, it should be the other way around for tech experts.
* There is a bug introduced when you go bankrupt. The bankruptcy music plays on loop, parts of the interface freeze, time doesn't advance properly, and eventually the game jumps to life and 'unstucks' itselfs. It happens every time I go bankrupt, both in release version 2.4.08 and the latest beta version 2.5.06B. This never used to happen on older versions of CapLab I played.
* I discovered a bug the other day when manufacturing electronic components (in 2.5.06B). Here's a factory making ECs. Notice how the two manufacturing units have the correct inputs, and are not connected together.

Now, if I connect them together, the bottom one turns into air conditioners.

If I disconnect them, they produce ECs. If I connect them, the bottom one makes air conditioners.
Also, I was pleased to see you've fixed the bug present in 2.4.08, where if you perform R&D, then change the R&D project once it's completed, the News string displays the new R&D product, rather than the actual product completed. You've fixed it by simply removing the News string about the R&D completion once you change the project, rather than adding persistence to the news string! Naughty naughty! I can't complain since it doesn't really matter, and you're doing us many favours by continuing to improve the game.