It was so funny when NewComb talked how surprised he was when everyone liked the art... I was also like, what it's gonna be better? But yeah, the most important thing for me in strategy game art is if you can functionally easily tell the difference between everything (+just looks modern), and the only problem so far are the 2 ices. :) Awesome stuff anyways.
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A minor update, Patent lab has become relatively hot lately, especially in the meta I play in. The reason being that nanotech being the best ****ing patent in our games, since all the prices are being messed around with hacker array and market shinanigans, there are now quite many people going for a fast level 2 patent lab. Teleportation, while still being very good, is just too expensive, and in the good/price ratio falls just so behind. Other hot items are smart machines and carbon scrubbin
use goon squads to steal someone elses power? switch mines/steel mills to power if it is so expensive and make money off it.
the thing with offworlds is that it is a finisher, once the black market prices have gone too high, resources prices onworld drop too low due to very efficient production, then OM finishes the game. However most games in multiplayer are decided before a single OM gets built, Very often, people who ignore everything else and go straight towards offworlds rack up so much debt that they get bought out right when they finish their OM, by a level 2-4 guy. These things happen, I've done it, I&#
one thing is true though, Colony has a lesser effect on the game the more players there are.
Hello, love the game, but today after the patch I've been having some troubles with multiplayer lag (used to be a good host) both while playing in other servers, or making lag when hosting myself. Also the game crashed twice today, don't know if these things could be related. Output.log is here: https://dl.dropboxusercontent.com/u/79020465/output_log.txt
1) If you don't choose some perk to fight for, then these will be fought by other AIs, so you have to prioritize, which is most important for you. Basically, the options are all for this round only, and next round there will be new options. 2) Also there are other ways to win other than offworld, you can check out I have a campaign playthrough going on on youtube where I play with Scavenger at CEO difficulty, maybe get some ideas about other strategies too. <a href="https://w
How do you imagine all of this interacting with Hacker array? Also that would mess up balance really bad, as Robotics will have their electronics price increase so fast that they'r gonna strat pumping debt quite soon.
I havent seen a single map without water so far. Also you can try winning the game before the colony degrades, cos water price starts low at start. Edit: I have not seen a single map in campaign without water so far. And I have done 3 playthroughs.
yeah, in my campaign playthrough there was a situation where I might have lost cos I outbid on Pleasure dome and lost a map which reward was teleportation. Though I'm not 100 % sure if that would have saved me if I had let him have it. Edit: also the bid was around 24-28k
I also agree, their fine the way they are. The only problem I see, is that it maybe feels like for many players, that they don't want to test those buildings, but I've used them successfully and relevantly quite often. Especially engineering lab, I know some players who use patent lab very good.
That is indeed an interesting idea. Cos I agree, I usually value the extra claim much more than going first, there are a few exceptions for it. And sometimes I feel like (especially in CEO games) that going first is rather punishing. However the time scales have to impactful, like if you found at 30 sec, then you have to wait for 5 minutes, when at 1 minute, then maybe only 2 minutes and at 1:30 you receive it right away. Gonna be hard to balance though.
I mean if it starts from the same price as everything else and then starts rising, then it is not something you can rely on for your late game strategy shifts, it is literally just a few moves you can count on if you focus on it, or some more if everyone else skips it entirely. About underground nukes, if they are only used to screw one other player and there are equally good resource spots near by, then I feel it is missing the point, and it would be a good alternative to recover fro
[quote who="emaise" reply="8" id="3526440"] The number I want to know is fuel consumption per delivered produced resource, since a blimp holds different amounts of different resources. For factories, The calculation should include fuel consumption for shipping the inputs needed to produce the outputs. The numbers would be off if you manually sent an early shipment, but I think the tooltips should show numbers based on the assumption that you'll only ship full blimps.
as far as I know the water price has to be pretty high for the colony to start degrading, maybe it is different in campaign, but I've done 2 campaign playthroughs and I haven't had even once that colony abandon.
try buying AI shares before he makes an offworld market, also use mutinies to use his offworld market yourself. Very often AI has bought so many Goons early game that he doesn't have money to protect his own offworld market. Anyways, when your enemies hit level 5, you have to start paying attention if they are building offworld markets.
Also the problem I see, is that in the early game when it matters it is very hard and costly venture, compared to trying to sell something for hundreds of dollars per unit, and in the late game when the efficiency gets high, then offworld markets become so huge players that colony becomes more and more irrelevant. + it takes some time for colony to grow, in the test game I raised colony to size 57, and it consumed around 5 power + it consumed everything in a very relevant pace, however, you h
[quote who="bigheadzach" reply="1" id="3526250"] I've been wondering if there is a way to manipulate the colony in such a way to make a Pleasure Dome domination strategy effective, even as a side-venture, since its revenues are dependent on total colony size (which managing the life support prices would increase). [/quote] well, you have to make sure that water price is below 40, oxygon below 60 and food below 80, which are still good prices, and that for an extended
So, I spent some time to understand how the colony currently works, to try to figure out how much it impacts the game, why it doesn't grow in most games, and if there is any way to exploit that mechanic, about the latter, I couldn't come up with anything... Also I guess that this mechanic is a new and raw still, so maybe it's a good time to give my 2 cents for that. Currently the colony serves as a resource sink, however what I noticed is that there are a lot of co
As far as I have noticed, then the resource prices take into account the drop of price as you sell them.
average fuel consumption per second would be really useful.
yeah, I agree with that, I first thought that none of the auction stuff carries over, cos otherwise they would be so worth ridiculous amounts of money. I mean if you can get 2 of them from a map, it is already half as good as winning the map.
I've done that. It is kinda micro, that's where the RT comes in.
Anyways, I made some multiplayer videos aswell, where I comment on mistakes and startegies. Again, sort of educational purposes. https://www.youtube.com/watch?v=Lf1i0rL3_S4 https://www.youtube.com/watch?v=MbTVmamL2JM - that has slightly problematic quality, sry about that.
[quote who="Neizzle" reply="15" id="3525744"] Yes, you should definitely have to absorb a player's debt when you buy them out. I don't think you should have to raise enough capital to pay out their debt though, as players can self-induce debt through auctions, and effectively never leave the game with billions in debt. Players could do this to themselves anyway; sort of like a 'poison pill' to keep themselves in the game. Therefore, introduce a mechanic/