Hi Drew Falconeer, I come to offworld from a Starcraft background, and have never played M.U.L.E. and will leave direct M.U.L.E. comments for others. I am a huge fan of the RTS game mode and probably wouldn't still be playing offworld if it were turn based. With offworld being such a blend of influences its inevitable that there will be a differing of opinions. To me, the appeal of the RTS mode is that time is a factor in decision making and time management is a very valuabl
indczn1
It's possible its not accessible that way any more, or I could just be remembering wrong.
Can't really play much during the week, but hit me up on steam(sn: indczn) and I'd be happy to play a game when I'm around on the weekends.
You can add AI in multiplayer. You just have to check the box in the list of options to enable and have the players set high enough to have the AI.
Sorry for the delayed response, but this is working better now. thanks!
Thanks for the patch notes!. Looking forward to playing with some of these changes.
Regarding resource lines: The feature is ok. It helped show good resources that were off in the distance. When building elementary quarries, it was a bit of a distraction with so many lines going off in directions, especially when selecting the quarry for a specific element. I didn't really use the feature to often because most of the time I already had picked what I was building and where I was planning on building it. I'm not a huge fan of this addition. Despite the p
Thank you for posting major changes. Please continue to do this in the future if possible. What happens to the patents? Can they be researched again? I look forward to testing the changes.
Clicking on the map/buildings is not very responsive in current/recent builds. Often I'll get stuck on one particular building and can't click onto a different building without using escape to focus on nothing before clicking to a different building. It makes it quite difficult to manage buildings/claims to turn things on or off, and several times I've scrapped the wrong building because the tile focus didn't change despite several clicks.
The devs have been receptive to design ideas. If you have some ideas on how to improve different systems, stock/black market, you should post them. The stock/debt has changed numerous times since the prototype became available. The black market hasn't changed as drastically, but is still in flux and does need more work.
Thanks for linking. This was a good read with lots of interesting thoughts. With regards to the comments on buying out another company is a huge advantage, perhaps there is some way to elegantly build in "dis-economies of scale" through the inefficiencies of having a subsidiary or necessitate the routing of resources through colonies to distribute. As its structured now, buying out an opponent is more of an "asset purchase" where the opponents buildings and resources seamlessly integr
Against the AI, you can see what they are doing using the number keys. 1 for player 1 (you) through 8 for player 8. I believe this is disabled in multiplayer. Also, I think the F keys give you some information graphs/charts too.
Does the goon squad work indefinitely? I thought it went away after defending once. Maybe its changed in one of these updates. If not, its a pretty easy choice to blow it up in a FFA since the resource cost can be $100k+ (500 steel 100glass 100 goods), and dynamite is almost always far less.
First off, I like to thank the Devs for making so many quality of life improvements since I last played. The UI is much cleaner, looks much better, and information is easier to ascertain. The changes during the scanning phase seem like a nice compromise.The graphics are improving, too. I played roughly 10 games over the weekend, FFA skirmishes with 7AI. - Scientific: With the new information display combined with the delay due to shipment, the colony can have a net resource (e
This is a very old list from the old forums. There have probably been some changes/additions but its a start. [quote="DeftMunky"]I'm the hotkey keeper at Mohawk. Here's a abbreviated list of the current ones. I'll try to keep this list up to date as I add things. If there are hotkeys you want, let me know! Hotkey list: Control - Q: Mute F1 - F8: Show stats for various players (according to their player #), also cycles through screens F9: Stocks g
[quote quoting="post"] So I've handed out all my extra keys to others on staff for MomoCon (an anime/gaming/comics convention in Atlanta, of which I am a Senior Director of Gaming) and we've been enjoying things thoroughly. Games start out quiet as people plan and then get loud and obnoxious with every Black Market use and dumping of stockpiles. Managed to get everyone to give their thoughts and questions and address them with the group and the devs for great justice:
Not sure where/how to post a screenshot , but the AI is trying to use pirates to steel power. No other resources transit passes the pirate location.
I was playing last night and the UI panel for the building upgrades for the engineering lab was wrong. All of the icons were down 1 row from where they should have been.
I've been playing against the AI 1v1 quite a bit lately, and had a few comments on that. There's a noticeable lull in game play that tends to crop up around colony size 3. There ends up being very little to do for a few minutes while you accumulate resources/money to expand. It's difficult to reliably gain cash to do things because resource being produced tend to get suppressed. Also, auctions drive up debt totals for both players. The AI does some dumb things, es
Can't make it, but have fun.
Perhaps have it so you can set the teams before the game starts, similar to how Starcraft was. 1v1/2v2/4v4/whatever with any combination of AI/Humans. Might not always be balanced, but more options are usually better. Perhaps under team conditions you can have the ability to manually ship resources to another teammate via blimp. As for victory conditions, what about having a settable stock price target as the victor condition, eg first to 100 wins? Maybe have it so you can buy the st
DeftMunkey won. Soren Johnson was probably 2nd, although he was bought out earlier. I forgot just how much AI's stabilize the market prices, opposed to a game like this one where prices went crazy. Ah well, it was fun regardless.
Thanks for playing Everyone.
*sets alarm*
Thanks for doing these podcasts. After playing for a while, episode #94 is fascinating and helps understand what you are trying to accomplish. I love the variation in the map/resources that changes the entire game play dynamic and forced variation.