Roxanne4018

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About Roxanne4018

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  1. I' m getting the wire bug again had to save and load 3 times to build the two research stations connected to a coal generator....
  2. Turner has research and supply as interest. When mastering research assistant, he still has interests in being a scientist. However upon mastering gofer, he doesn't have an interests (heart) to be a courier. Also, it doesn't seem like his already acquired skill his took into consideration for the courier job ( has a natural 6 athletic and it shows 0 ) I don't know yet if only the heart is missing or if he won't master his job as he is supposed to.
  3. I'm glad I won't have to save&reload my game every time I build some wires/pipes
  4. why not add a Toggle switch that could either prioritize jobs or not and then the * would be used when you want the opposite to happen. That way you set it once and everyone can have what they like without having to spend 90% of their game play in the priority overlay
  5. The only reason things would not get done is the fact that skill would't increase and he's talking about the priority system. The 1-5* made things a lot more efficient and people could have notice it if they bothered adjusting. I'm 1000% sure that if people tried the priority system in a gameplay where dupes are able to level up skills they would be much much happier and see the bigger picture
  6. For skill leveling I suggested on an other post that dupes could only level up a skill if spending some time doing a job that goes with said skill. The ''Job Tree'' could then be used to access building and using higher tech. It would be more realistic: the researcher would ''find out'' about a new technology and someone skilled enough to put it in place would do so. Higher jobs could be achieved by reaching a certain level in a skill that mattered for it and maybe give a bonus that would allow to go pass the cap from a couple of levels.
  7. I really feel like the jobs are useless now. I do appreciate the fact that stats level up again but the leveling up itself doesn't really makes sense. In a new base I built the job station (which I don't like btw. they can't organize themselves before building a building LOL) first to assign jobs to my dupplicants. 1 dig 1 supply 1 build. It would make things really efficient the firsts cycles previously but now without the 1-5* priority my dupplicants would do the closest action accessible instead of their job. Whats the point of them working faster if they don't do their job? Plus it seems that the higher the level of a stat the more xp it takes to gain an other level so even though dupes keep the bonuses once they mastered a job, they don't really gain ''natural stats''. What happened is that my first duplicant who upgraded a skill (Digging) was a slow learner set as an architect. Talk about counter intuitive. 1-5* Prority was SUPER simple. Dupes would do their jobs from priority 5-1 and when they had nothing to do they would help others. When wanted everyone to do a task you set the * and voila. I still don't understand why people would make such a big deal about it. For example I had no one set to a care job but because I set my medbey 5* dupes would get treated fast (especially when dupes allowed to treat others had a job that would improve their speed)