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The way you want it is not possible because of optimizations issues. The only ticket in the Feature Bounty system in respect to this is the ability to change how much production speed the AP will go up to before adding another line. It will use a production line up to 70% speed (quality/quantity) slider, and then add another production line. It helps a bit speed wise.Īuto production currently produces all contracts first, then it goes through your vehicles from oldest to newest. In the meantime, use the quick trim system. Also merging all the trims in the factory system. This is actually one of the feature bounty tickets. Sadly, it won't be in Early Access in 2020 because I chose to keep improving GC, but development of AM should go much faster and smoother than GC. I might have an additional helper to do some very heavy compute designs, but he's on the fence.
#GEARCITY PRE MADE CARS FULL#
Predesign stage was completed a couple months ago, full design documentation fleshed out, the first phases of the core route code, and much of the data structure is already written. It will be through a "Feature Bounty" where users donate money and vote on the features they want.ĪeroMogul has already started development, although very slowly. Full release will be in Q1 2021, because Q4 releases are bad for small developers like me.Īfter release, I will try to crowd fund money for continued development of GC. I am just working on video tutorials and bug fixes. COVID has changed that, and now my only income is GearCity, which isn't much.Īnyway, GC is considered done. They operate like any other company in the game.įor better or worse, I prolonged development of GearCity by 5 major builds (2-years) because it was doing OK, I wanted more out of the game, and I was making a decent semi-passive living outside of the game. However, the limitations on this system is not strict, so there is no way to limit them to a single vehicle type or region. The assisted designers speed everything up considerably though, you can, for the most part, just use the assisted, select the vehicle type from the drop down, select a premade body, and hit Design.Īlternatively, you can spin the marques off into their own companies and let the AI control them.
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With auto systems for pretty much everything else in the game, I had to draw the line somewhere and force the player to play. There is no auto-design feature in the game. If there is something, which is not understandable, because of my english, just ask and I can try to clarify. Shit, this is a wall of text, sorry I couldn't stop myself from writing and writing. I currently have 31 models(6 of them are missing above 1000 in sales) not getting produced and other models getting produced on multiple lanes. While at it, is there a way to change how the auto produce works? I would like the Auto Produce to first build all contracts and then build one lane of each model(maybe with a limiter, >100 orders), so that all models have at least one lane to produce from, before building the rest according to the build on demand programming. I just created a full lineup of all the possible car types, all of them having 3 different engines, took me a while:DDDD
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Just with all the different engines selected. I would love to auto generate trims, selecting Vehicle type, selecting one chassis, one gearbox and multiple engines to generate trims according to your design. "Coming sometime before 2020" is probably just a couple of years old. I love this game, hope you will get to release the full game in the near future, so that you can start/continue developing Aeromogul. Is there a way to let the computer do all that, instead of me designing all the vehicles and releasing them under their names?
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Now to my question, I have 5 marques, and I want to specialize each of them for a specific car type.įor example the Soaring(Marques) shall only build and design Sports vehicles. The last and current run, which was a PickUp company, earning lots of money by lobbying and contracts, is already past 1925, survived the 1st world war, buying 5 companies, mostly for their factories. Tried to go for expensive vehicles, didn't work out for me, it took too long to design and have some cars on the road.įinally learnt what trimming is, and started a new game, which failed since I was greedy in the beginning. Tried my hand in Engine development, didn't survive long enough. Still fun and hard to get started, especially if you choose a starting location in Turkey.įound some easy ways to survive, for example I didn't like the approach of vehicle IP Licensing to just earn money. I just replayed the game for the last week or so. Hey guys, long time GearCity player, long as, it is been a while since I last started it.
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