Chris, I might be wrong, but I think you wrote this post prior to the recent version 1.1b release. The new version addresses many of the things you brought up here. If you Are!, however, using the newest 1.1b version, then I guess I need to take a closer look at some spots in the code!
The multiplayer characters aren't tied That! closely to their owner. If I were a character in your settlement, and I was a builder, your "Aprone" won't work as a peasant just because my "Aprone" is temporarily serving as one in my settlement. If they both are doing the same temp job, that's purely coincidental. Only their main assigned job is translated between everyone's settlements. If your multiplayer builder wasn't helping out, it could simply have been because there wasn't enough work to go around. Multiplayer characters are usually assigned jobs after your own people have been given theirs. This is because you never know when one of them is going to exit the game, and it's better to maximize how much control you have over what's going on. If you had, say, 10 builders of your own, plus an "Aprone" builder, he wouldn't even be needed if a construction site just finished being stocked. The 10 builders ahead of him would take the building to 100% competition, so he would spend his time simply standing around. It is just a guess as to what was really happening though. Back in 1.0v, co op people Did! count toward your housing, but in version 1.1b they shouldn't. If you are using the newest version, then your 4 houses example is pretty good evidence that there is a bug with that still. The materials bug has been really hard to track down. Many people have sent me saved games where the bug occurs, but it seems to work when I load the games. It must be a mistake that isn't saved into the save game files, which means it is that much harder for me to track down. I've never had it happen to me personally, so I just keep waiting for when it finally does. The difficulty settings do not change the building requirements. I'm not sure if this is a bug, or a time when a message was overlooked, but there is code that explains exactly where, and what, was attacked by the Goblins. I'm not sure why you didn't receive a message, but please tell me if it happens again. Hold shift, and press G, to hear all of the squares being occupied by Goblins. The bug that causes the game to hang was reported earlier today actually. I can't remember who told me, but they were able to tell me exactly what they had done before it happened, and I spotted the problem in the code. When I release the next update, that bug will be squashed. Even with it squashed, your advice is still good for Any! game that involves hours of work. Save often! I do have eventual plans for resource trading, although this probably won't be in the co op mode. It might be, but I haven't actually Planned! to add this feature to the existing co op mode. While different people will argue different strategies, personally I would say that yes, there is a benefit to having multiples of some buildings. Some people build out, stretching away from their first storehouse. This means that each new building is a longer walk for your people. If I know, in advance, that my city will grow quite large, I don't center my storehouse, I think of it as my right or left side to my eventual city. As things expand, I'll put another storehouse on the other side, so that all of my buildings are pretty close to one storehouse or the other. This serves as an efficiency boost for my people who need to travel. The Tavern is another building I like to have 2 of. If things like up just right, you can easily run in to a "dinner rush" where a dozen people all seem to want to eat at the same time. Assuming I'm only stocking 2 food types at the time, at least 2 of my people will have to sit in the empty tavern, waiting for more food to be carried over. With a second Tavern, I can support twice as large of a "dinner rush" without anyone needing to wait for restocking. I'd rather have my main work force eat fast and get back to work, and while they're working, peasants can take their time restocking the Taverns. A single cook will just walk back and forth between the 2 taverns, so I don't necessarily need 2 of them when I'm using 2 taverns. Multiple guard towers works the same as having multiple storehouses. When carrying supplies around, workers will use whichever storehouse is closest. The supplies all magically get pooled into the same place, so it really just comes down to distance. When soldiers travel out to fight Goblins, they will launch from, and return to, the guard tower that will require them to walk the shortest distance. This means that putting a guard tower up close to the enemy, cuts down on wasted time as your soldiers walk back and forth to the tower. As forests and rocks thin out, I have been known to build a second of each, in an area with richer resources. The 4 food types act like 4 small fuel tanks within your people. Even when they have had their fill with meat, that tank is at 100%, but overall they are only 25% full. The calorie burning rate stays the same, so if you have food in 2 tanks, each tank drains only half as fast. A person fed only meat will run low on energy, and have to travel to the tavern, 4 times as often as a person fed all 4 food types. It is hard to sustain more food types, but the reward is greater efficiency. Wow, this turned out to be a long response. Good questions though Chris! I'm sure others were wondering many of these same things. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://firstname.lastname@example.org. 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