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Feedback and bugs in CapLab beta

Posted: Thu Jun 26, 2014 6:33 am
by BioBiro
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.
Image

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

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.

Re: Feedback and bugs in CapLab beta

Posted: Thu Jun 26, 2014 9:15 am
by counting
BioBiro wrote: * 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.
Image

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

If I disconnect them, they produce ECs. If I connect them, the bottom one makes air conditioners.
Steel + Electronic Components = Air conditioners, so it's normal that manufacturing unit picks the first product based on alphabetical order. The only problem I can see is that since multiple possible products can be made with different combination of these four components by pressing the "Set Production" bottom, but Electronic Components isn't listed in them.

Re: Feedback and bugs in CapLab beta

Posted: Thu Jun 26, 2014 9:42 am
by BioBiro
counting wrote:Steel + Electronic Components = Air conditioners, so it's normal that manufacturing unit picks the first product based on alphabetical order. The only problem I can see is that since multiple possible products can be made with different combination of these four components by pressing the "Set Production" bottom, but Electronic Components isn't listed in them.
Ah, I see. Getting pretty complicated! I forgot that you could send manufacturing into manufacturing!

When the two manufacturing units are connected, it gives me a 'Set Production' list of Air Conditioner, CCD, CPU, and Engine.

I can't quite get my head around how this works. With the manufacturing units connected together, if I disconnect the Steel purchase unit on the top right from the middle Manufacturing unit, I only get a 'Set Production' list of CCD and CPU. The bottom left Steel purchase unit is still connected, so why have Air Conditioner and Engine dissapeared from the list of production options?!

Now, if I re-connect the top right Steel purchase unit to the middle manufacturing unit, and disconnect the Steel purchase unit on the bottom left, suddenly I get all four 'Set Production' options back - Air Con, CCD, CPU, and Engine.

I wonder why it changes its mind depending on which Steel purchase unit I have hooked up?

If I disconnect the two manufacturing units and leave them seperate, the middle one produce ECs no matter which Steel purchase unit I have hooked up - bottom left, top right, or both, doesn't matter - it makes ECs.

Re: Feedback and bugs in CapLab beta

Posted: Mon Jun 30, 2014 4:26 am
by David
* 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.
This has been fixed in the latest v2.5.07 which you may download from: http://www.capitalismlab.com/capserver/ ... 072506.zip
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.
We have improved this in the latest v2.5.07 as well.
* 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 tested the latest version and didn't encountered the problem. From the bankruptcy screen (see attached screenshot), I was able to click to proceed to the next screen without any problems.

Re: Feedback and bugs in CapLab beta

Posted: Mon Jun 30, 2014 6:32 pm
by BioBiro
David wrote:This has been fixed in the latest v2.5.07
Thank you. I've looked at the 'Person' list in a new game in 2.5.7 beta, and it's just right!
David wrote:I tested the latest version and didn't encountered the problem. From the bankruptcy screen (see attached screenshot), I was able to click to proceed to the next screen without any problems.
This is still present. There's something bigger going wrong under the surface, but I don't know what. It needs addressing.

My apologies, I should have been more specific: the problems occur if you try to salvage the game by borrowing money, issuing shares, closing down firms, etc.

I've done some testing to try and help narrow down the problem.

The bankruptcy 'jamming/hanging' is, I think, caused by setting the 'Inflation'' option in the New Game Settings to 'Inverse'.

Set it to 'Inverse', and the game will get stuck when you go bankrupt and go back into the game by borrowing money. Even though my music slider is all the way off, the music will still play, time will not advance correctly, the mouse won't function in the game window correctly (keyboard shortcuts still work), and eventually the game 'unstucks' itself and goes back to normal.

Set inflation to anything other than 'Inverse', and I think bankruptcy works just fine. HOWEVER, I notice that the numeric keys (0-5) to set the game speed stop working after you go bankrupt, regardless of what game settings you use. You can change the speed just fine with the cursor, but after seeing the bankruptcy screen, the keys just won't change the speed anymore. The keys do, however, still work to navigate around the other menu options (like changing between products, corporations, firms, financials screens, etc.).

In fact, the whole shebang is now half-broken. The cursor won't even click on the menu items for products, persons, firms, financials, etc anymore. The key shortcuts still navigate me around, but the cursor won't click on any of them.

In fact in fact(!), the bankruptcy screen won't re-appear now. My cash is in the red ($1,714,822), game speed 5, and the bankruptcy screen won't re-appear.

My cash is now ($14 million) in the red. Several stock splits have occured with my company. Never seen that before. Interesting. The game still won't call me on bankruptcy a second time.

I'm sorry I can't provide more detailed testing on this. I assume there's something wonky under the hood, and you guys will now know enough to have an idea of what is causing these issues.

Re: Feedback and bugs in CapLab beta

Posted: Thu Jul 03, 2014 3:56 am
by gabriel
The bankruptcy bug is still present in the latest post-release beta version and not related to setting inflation to inverse.

COO always resigns after one year - only dialogue appearing being either "I Accept Your Resignation" or "Offer A Raise," you can double or triple their salary and they will still resign anyway. In the latest standard release version this does not happen, they just keep requesting a higher salary which you can either deny or allow.

Re: Feedback and bugs in CapLab beta

Posted: Fri Jul 04, 2014 4:00 am
by Esoteric Rogue
BioBiro wrote:* 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.
You may want to see topic "Pause on start and load"

Re: Feedback and bugs in CapLab beta

Posted: Fri Jul 04, 2014 9:45 am
by BioBiro
Esoteric Rogue wrote:You may want to see topic "Pause on start and load"
Ah, thank you, Esoteric! My vote has been cast.

Re: Feedback and bugs in CapLab beta

Posted: Fri Jul 04, 2014 9:54 am
by David
gabriel wrote:The bankruptcy bug is still present in the latest post-release beta version and not related to setting inflation to inverse.

COO always resigns after one year - only dialogue appearing being either "I Accept Your Resignation" or "Offer A Raise," you can double or triple their salary and they will still resign anyway. In the latest standard release version this does not happen, they just keep requesting a higher salary which you can either deny or allow.
We have just released v2.5.08 which fixes the two bugs you mentioned above.
You may download the latest version from: http://www.capitalismlab.com/forum/view ... =10&t=1980

Re: Feedback and bugs in CapLab beta

Posted: Fri Jul 04, 2014 10:18 am
by BioBiro
David wrote:We have just released v2.5.08 which fixes the two bugs you mentioned above.
You may download the latest version from: http://www.capitalismlab.com/forum/view ... =10&t=1980
Checked. It's fixed on my end. Good work ;).