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New releases / Patch notes updated
« Last post by PatchNoteBot on December 12, 2018, 02:00:28 AM »
Patch notes have been updated.
New releases / Patch notes updated
« Last post by PatchNoteBot on December 10, 2018, 02:00:29 AM »
Patch notes have been updated.
New releases / Patch notes updated
« Last post by PatchNoteBot on December 08, 2018, 11:00:22 PM »
Patch notes have been updated.
Suggestions and ideas / Multiplayer
« Last post by LoveThisGame on November 25, 2018, 06:32:16 AM »
I had an idea for multiplayer games:
Allow people to join your game and create companies alongside yours. There is no primary goal. You can invite someone in your game to your company and they will be able to assist you in the creation of your company. For example, you can give them 3 preset permission levels as well as a custom permission level. The permission levels would have something to do with "Allow the user to edit buildings", "Allow the user to manage software", "Allow the user to manage stocks and purchase companies", etc. The companies would battle against each other for the #1 most profitable company. Also, there would be a chat on the right side of the screen (which can be moved around). You can talk in 'Company Only' mode or 'Global mode'.

Players who port-forward their games will be added to a list of 'Servers'. They can either password-protect their game or they can leave it unrestricted. They can choose how many other people can connect at once (from 1-8 for example) and the starting conditions for these players. For example, when they create a company, they can start in a normal plot, a garage, etc. They can also be given a certain amount of money. When players leave the game, they can choose to save their progress so that when they join back later, they will still have everything they created waiting for them. If a world cannot fit all of the players in it, a second world can be created. In order to reach this second world, players can click on a side of the screen and it will take them to the other world.

Anyway, here's another suggestion:
Now, why the heck would you want to hire security guards as a staff member of your company?
But I'll get into them later.

Security guards make sure that criminals do not steal the hard drives located in the server towers in your company. As your reputation increases, your chance of being 'robbed' also increases proportionally. If you have 0 security guards and you are robbed, the chances of the information located on the drives have a 100% chance of being read. After a certain point in the creation of your company, a notification will pop up in the top left saying 'Your company is beginning to become popular, and you will eventually need to hire some security guards to protect the data stored on drives.'
The more security guards you have, the lesser the chances of the drives located on servers is to be stolen.

Obviously, there should be an actual purpose of being robbed, or else nobody would want to purchase security guards.
If you have any hosting deals or any software that is currently being used by the network, then a certain percentage of the information will be stolen. If the information is stolen, then the software times will create a report stating something along the lines of the following:
'Sony has a data breach last month which affected the data of roughly 1.1 million users. We're not sure if they can be trustworthy of our data anymore.'
The reputation of the company will decrease as well. You will get less hosting deals for a small amount of time, and then you will receive a regular amount again. This 'small amount of time' is affected by the amount of data that was stolen in the breach.

If you are being robbed and you have 'Auto-skip day' enabled, then during a random point in the night, you can watch your company be robbed. If you have a security guard, then a police car will shortly arrive at the company building. After that, the robber will be pulled out of the building, and the day will be skipped as per usual.

Before a robbery, typically anywhere from 10 PM to 3 AM, a person wearing black and white will sprint up to your company and run into any rooms containing servers. The robber has two or three hours to steal data from as many hard drives as possible.
With a small server, it will take them 20 in-game minutes to steal all the information on the server. With a larger server, it will take them 30 minutes. A tower server will consume 40 minutes, and a big server will consume 60 minutes.

In the morning, a large red exclamation mark (similar to the warning sign that is shown, for example, when you don't have any way of entering a room) will be shown above the server(s) that were affected. When hovered, it would say 'The hard drives of this server have been removed. Please purchase new hard drives for the server.' I'm sure you guys can figure out a way to purchase new hard drives.

Robberies are typically very rare and only happen once every 7 months to 2 or 3 years. Hopefully, this isn't some sort of game-breaking feature if it is added. Make balance changes as necessary of course.

Thank you CoreDumping for reading my suggestions, and please take them into consideration :)
Suggestions and ideas / Visual Editor for mods... and a few other things
« Last post by LoveThisGame on November 25, 2018, 06:05:41 AM »
Hi! I love Software Inc, and I wanted to write some mods with XML.
However, the tools for creating XML mods are quite restricted, and I was hoping you could add the following two:
- For lines with errors, add the line number
- For an expected tag, add the expected line number

I also thought I had a great idea for mod creation:

In the main menu, add a button which said "Mod Maker". In this, you will be shown a GUI which is the same as the GUI when you develop software in game. In the GUI, you have a dropdown list for the type of software you want to create. It will show the default list of software as well as a button saying "Create New Software". When this button is clicked, you will have the option of naming the software type. Example: Game. Then, on the right (which typically contains the features of the software) will have a button saying "Create new feature". When clicking this, there will be a text box at the top saying "Feature name" and a second box under it saying "Hover Information". After this, the feature will be created. In order to change the properties of the feature (such as 'Stability', 'DevTime', etc.) you will have to right click and select 'Properties'. In order to create a feature that branches off of another feature (the 'Feature From="" ' tag in XML) you will right-click and select 'Create New Feature From'. Then, the same process is used. When creating a new feature, another button will show under it saying 'Create New Feature' so that the user can create as many features as needed. After they are done, they click 'Save mod to computer'. It will open the file system and the user will select a location for the mod to be saved. Or, they can choose to upload the mod to the steam workshop.

Here's a bit of a stretch for a suggestion:
In the Mod Creator visual editor, there will be a small button in the bottom left which says 'Switch to text editor'. It converts the entire mod written so far into text. While the user is writing the mod and they write a line which contains an error, there will be (!) before the line number on the left, which when hovered, will display errors of the line.

Thank you CoreDumping for reading my suggestions, and please take them into consideration :)
Suggestions and ideas / AUTOMATIC RECRUITMENT
« Last post by Mr_Fak on November 16, 2018, 04:37:24 PM »
Hello, good evening, sorry for my rotten english, I use google translation ...  :-\

In short, I am doing this post for you propose to make an "automatic" recruitment system, how could it work?

it would be in HR or hiring employees, and on top there would be someone doing the research for you (for the rp), and on top you pick the role, the specialization (if it's in 2D, 3D .. .), the salary is competence (you can choose whether the skills should be closest to what you ask or not, if it will cost you more expensive), the personality (you can choose if the personality must to be closest to what you ask for or not, if so, it will cost you more), the number of people you want employed, and how much you pay the person to face the search (if you pay more , the search will take less time, example: if you want 50 people it will take you at least 3 months, but if you pay more, the search will take only 1 or 2 months instead of 3 months).

If you do not understand something, please leave me a comment.  :)
New releases / Patch notes updated
« Last post by PatchNoteBot on November 16, 2018, 02:00:22 PM »
Patch notes have been updated.
New releases / Patch notes updated
« Last post by PatchNoteBot on November 15, 2018, 01:00:22 PM »
Patch notes have been updated.
Translations / Re: Translation - French/Francais - Alpha 10.9
« Last post by JaChro on November 14, 2018, 07:17:27 PM »
Alpha 10.9.8 disponible  ;D
Les liens sont fonctionnels  ;)
New releases / Alpha 10.9 out in testing
« Last post by PatchNoteBot on November 14, 2018, 01:00:28 AM »
Steam Post
Alpha 10.9.8 is officially out with reported bugs fixed.
Alpha 10.9.7 adds a new grid manipulation gizmo(2018-12-12)

(You can toggle the old grid manipulation panel in the options menu, if you prefer)

Alpha 10.9.6 changes (2018-12-10)
  • Objects are now highlighted when cursor is hovering over them, to make selection more intuitive
  • Ability to bind duplicate furniture key
  • Reduced complexity of windows and doors during mini map generation when necessary to avoid hitting mesh vertex limit, because some of you managed to add at least 2730 exterior windows and doors in one save!

Alpha 10.9.5 fixes bugs in the Market recognition drop-down and column filtering.

Alpha 10.9.4 changes (2018-12-08)
  • Furniture builder will now try to keep furniture inside room boundary instead of just giving up placement
  • Ability to transfer IP to relevant subsidiary using trade button
  • Specializations picked for HR now affects education choice
  • Roof points can snap to grid
  • Fixed some localization pluralizations
  • Added inline functions to localization system, currently only includes Vowel, Plural, FirstOrCount function
  • Market simulation now ignores in-house products when determining current highest tech level on market
  • Shift click a work filter toggle to isolate it
  • Better handling of error when generated mesh has too many vertices
  • Improved feedback window message box
  • Added salary NaN check to avoid game corruption and hopefully locate source of bug
  • Fixed software type and category dropdown localization
  • Overhauled options window
  • Ability to set multi-placement as default mode
  • Ability to disable rain, snow, thunder and lightning
  • Added dynamic colorization to popup messages and message boxes
  • Fixed window dragging and max size when UI is scaled

Alpha 10.9.3 changes (2018-11-16) <-- last official release
  • Zoom to cursor instead of center of screen

  • Fix dropdown position when UI is scaled
  • Fixed missing assignment buttons in deal window
  • Improved handling of generated geometry to try and fix Windows crashes

The official Software Inc. soundtrack is complete! You can get it here

Alpha 10.9.2 is out officially. The only change from 10.9.1 is that the furniture replace window has been fixed.

This update mainly contains bug fixes and optimizations. Notably, I've updated to Unity 5.6 from 5.5 to try and mitigate several crash issues.

Work on Alpha 11 is still ongoing, but it is still in the design phase. Alpha 11 will be the final iteration of the development mechanic, so I want to make sure I don't make any big mistakes.

  • Move to Unity 5.6
  • Added syntax highlighting to mod source code reader
  • Hold R while placing furniture to randomly rotate based on current angle snap
  • Ability to control camera with touch using 2 fingers (Only tested on an MS Surface (which does not meet minimum requirements FYI))

  • Saves broken by having the start options mod installed and upgrading to alpha 10.8 without installing the updated mod will now have their difficulty setting clamped on load, if it is out of range
  • Undoing deletion of rooms in basement could break game
  • The previous bug could break saves such that altering rooms in the basement and ground floor would behave weirdly. A process to fix save files during load has been added, but might not work in all cases
  • People no longer talk to themselves in empty meetings...
  • Mod source code reader would break on long source files
  • Various other fixes

  • Optimized drop-down list handling
  • Random optimization work in market simulation and main game loop

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