[quote]It's also interesting how the AIs place an enormous priority on buying the cheapest module rather than maybe one that would keep their production more profitable, but that's not necessarily a mistake. [/quote] Mechanically buying cheap modules is bad for the AI's performance, but it means that you, the player, get to make the fun choices in directing market trends.
Jaiwera
pbhead, there have been no mod changes since your last recording. The vanilla game has a design freeze until release, and I won't be here after release, so I won't be updating the mod in the future. That's it for me. Thanks for the help! I also deeply recommend against recording any multi-session campaign before the game release, whether modded or unmodded, because the vanilla next_version campaign is going through many save-breaking changes at the moment. </
[quote who="Duban" reply="8" id="3628399"]Wouldn't just giving the travel time (in seconds) when the player goes to place buildings be a lot better than per truck cost? Double the time, plus construction time, is how long you'll have to wait for the first resources to arrive. Multiply the time by the fuel/sec cost to find out how much you need to invest in fuel before expecting a return. Per truck cost can be used to compare distances, but it's a god a
[quote who="duelking2000" reply="6" id="3628381"] umm what? You lost me here. Couldn't you just take the per second fuel cost off of the per second profit from the tile? No mining rate needed then. [/quote] That works after the building is constructed, but you don't see the per second profit when you're inspecting potential tiles and the building isn't constructed yet.
[quote who="Duban" reply="3" id="3627971"] Per second tells you the relative proportion of your income that's being lost to fuel. Per truck is only really useful for comparing the merits of advanced resources vs basic resources (which generally won't matter for distant buildings). Per truck would also need the the context of how many trucks will be flying at a time (also highly variable) to be useful. Meanwhile per second covers pretty much all those bases. [/quote]
Fuel per second or fuel per truck? Which do you think is better? Per truck gets compared to the resource price, per second gets compared to the mine profit $. Per truck is more regular over terrain, and is more informative for long routes, and less informative for shorter routes.
Hints are in Documents\My Games\Offworld\Mods\Hidden\Reference\Data\text-infos.xml
[quote quoting="post"]geothermal vents also tend to get swallowed by nearby iron deposits when you scroll around the map. [/quote] The geothermal could cast a baked (or non-baked) glow on nearby terrain to stand out more.
It's already implemented in next_version. There are some detail problems with the UI and replays, but it's mostly functional.
Enough people have expressed concerns about the "unrealism" of the market that one of the tutorials should have some exposition about it. Players should be informed that they are trading with a Nonprofit Market Maker, who has been commissioned to keep the economy smoothly running. This reinforces a sense of cooperation and integrity: even though all your corporations are competing to buy each other out, they still banded together to set up this market maker for the common good. The "Nonp
All the text is in "text-*.xml" in the Documents\My Games\Offworld\Mods\Hidden\Reference\Data directory. If you make the relevant changes and then submit a diff file, I'm sure they would appreciate it.
This mod is for Beta 10. You should really head over to the other thread for the next_version mod: https://forums.stardock.com/476070/ Instructions for outdated mod: download from https://www.sendspace.com/file/mk542q , extract it in \Documents\My Games\Offworld\Mods, then start Offworld, go to Options->Gameplay and select the mod. If you're new, you should start with the more standard characters (Maisie, Raskolnikov). I
[quote who="Zultar327" reply="16" id="3620077"] Quoting Cubit32, reply 10 Personally I'd rather that the game gradually trade resources over time, at a rate up to 10 units/s. For example, when a player sells 100 units, the game will automatically slow-sell that resource until 100 units are sold and vica versa. It seems
[quote who="Soren_Johnson" reply="1" id="3619839"] Thanks, I'll half the fuel cost of MULEs. [/quote] Why not make them cost zero fuel, like everyone intuitively expects...
It seems you don't understand some of the mechanics. For example, power and fuel go into debt. Debt is not negative money. You also seem to be unfamiliar with some events, such as surpluses and shortages. Shortages indeed do raise the price of a good.
It's been three months since Soren was last able to keep his Steel Mills online for an entire match. No wonder he likes Scavenger and Science [e digicons]:D[/e]
Judging from the carefully designed control scheme, I think Mohawk has been thinking about mobile platforms for a long time now. Mobile OTC will work, as long as OTC runs well on mobile systems, which has two major obstacles - the graphics, and the screen size. OTC can tolerate Intel HD-series cards with occasional frame drops, but even the HD3000 is significantly more powerful than most smartphone graphics cards. Running at an acceptable frame rate will be a big challenge. The map ge
Whatever it is will have to fit the existing Pleasure Dome animation, because it's too awesome to throw away...
Every number must be memorized. More numbers means more obstacles before a newbie can start playing the game at a reasonable level. These barriers to entry discourage people from trying the game. Let's see what a player would need to memorize: Iron, Alu, Silicon, Carbon, Glass (4 minable and glass) 50 units to produce 40 seconds for first 10 second addition $50 base production $100 base production for glass 0.8 pen
Good thing finals were best of 5 instead of best of 3!
[quote who="theSpinCycle" reply="2" id="3617890"]3 is a weird one. Has anyone managed to do this successfully? [/quote] I remember one game in the tournament where there were two water patches, and one player was a scientist. The non-scientist player tried to block adjacency in one patch, then unclaimed, then reclaimed, etc. It was an attempt, but the attempt was so poorly executed that I paid it no real attention. It would have worked in the hands of a better player.
[quote who="Soren_Johnson" reply="60" id="3617841"] There is a new next_version up with a few minor but notable changes: - Players in 1v1 start with 2 shares of stock. - Buildings auctions now happen next to the colony (so, for example, a brand new Patent Lab might be auctions next to a bunch of Lab Modules) - Power Surges, Circuit Overloads, etc. will not hit Goon Squads until they have no other option. [/quote] Will not hit visible Goon Squ
Here's my prediction: pbhead will lose one game just to give everyone heart attacks, and then win the next two.
Ok, DT thinks he founded too late. I have other perspectives, derived after many minutes of analysis. First, I think pb should have founded on the aluminum and ganked all of it except one or two. DT's possible counterplay to pb's carbon found would have been to gank all the aluminum in response, by preparing an expansive over the alu patch and waiting for pb's carbon found. This would have been devastating to pb. DT failed to expect this, and pb grabbed an alu claim first,
IMO holograms should be indistinguishable from a normally-constructed building. Current holograms are easy to distinguish for someone paying attention, with the long construction timers and everything. ("Is that glass furnace taking a minute to construct, looping its build animation over and over?") I think in Cubit's case, he deleted the adjacent buildings, and then the hologram morphed into a hacker array. This is a problem of persistence, not preference for standard vs advanced