Hmm.....Now it's back to the "match error occurred" again when trying to play.
blackmagic1
Quickmatch isn't launching anymore. Appears to be down? It'll find a match and then just sit there. This isn't the same error that says "match error occurred"
[quote who="Seilore" reply="18" id="3615522"] Quoting Cubit32, reply 16 Other Questions... Why is it if your stock is all bought say 60/40 why is it that player B can still purchase player A's stock for the share price to make it 50/50 but, player A can not purchase their own stock for share value to make it 70/30
[quote who="Seilore" reply="15" id="3615515"] Other Questions... Why is it if your stock is all bought say 60/40 why is it that player B can still purchase player A's stock for the share price to make it 50/50 but, player A can not purchase their own stock for share value to make it 70/30? Not to mention why is it when player B purchases said stock (which would be in player A's pocket) Player A doe
[quote who="Soren_Johnson" reply="12" id="3615486"] I would certainly like to extend the 1v1 games a little so that at least patents are viable. What do you guys feel like would be the best way to do that? [/quote] I think patents are viable as scientific in a 1v1 but only certain ones. Nanotech, thinking machines, teleportation and in some cases slant drilling are certainly worth it. After that though it gets situational. Most of the other patents aren't
[quote quoting="post"] I was trying to play the multiplayer game this evening. The main problem was I lost before I could even get started. How could the other player upgrade there base right away? I was building my base on a similar start position neither of us had debt so how could they upgrade right away? [/quote] The robotic HQ has a couple of advantages for upgrading quickly. As Wino mentioned they get excess electronics (
I thought of two others today that would be very helpful for new players. Obviously you can use the concept and wordsmith it as necessary: 1. Don't try to be self-sustaining. Produce items that are profitable and purchase cheaper goods with them. 2. Diversify your claims. Claiming a monopoly on a resource will force you to sell down the resource and make it cheap for others to buy it. These two came from watching a bunch of new player videos on
I know kingmorgan and zultar mentioned it but just wanted to put it down on paper (or forum) as a reminder in case you didn't hear about it. Since the order of chemicals and silicon were switched in the resource market it threw off the titles for the upgrade lab. You have to click on the "silicon upgrade" button to upgrade chems and vice versa. Just switch the titles between the two in beta 10 and all will be ok.
Nope. Haven't seen it come back today. Hopefully it's gone now.
[quote who="Zultar327" reply="16" id="3614738"] Doesn't scavenger have the highest win rate in QM? [/quote] I would imagine as of beta 8/9 when fuel got tweaked that would have to go to scientific or expansive. Unless scientists go into debt they're pretty difficult to beat in QM with their fast patents and black market resistance.
Wanted to bump this thread again to revisit the point about scavenger needing a buff. Particularly in Quickmatches scavenger can just be awful. The double fuel cost have really killed scavenger play particularly when there's a weak or bad black market (ie. no claims and no adrenaline boosts). There are lots of maps in quickmatch where there are 2 founding locations: one with iron and one where your only choice is to go scavenger. It's an instant loss most of the time particula
Never seen this before but it's happened for 3 quickmatches for me thus far. It finds a match and then gives a "match error occurred." Can't play quickmatches on beta 9 at the moment for some reason.
[quote who="Jaiwera" reply="6" id="3614519"] After playing around 142 maps in a 10000-map pool, you can probably expect a repeat based on some back-of-the-envelope calculations. After playing 1000 matches, 1 in 10 matches will be a repeat. Having 100k maps will bump the time to first repeat to 447, not a big change. But consecutive repeats are not normal. [/quote] Yes but in this case it is playing 30 games and having the same map repeat 4 times and another 2
Definitely something wrong with map generation/randomization. For the third consecutive night I've played this one map again (4th time this week). I also saw 2 other maps i recognized from last night as well. This is in a limited sampling of games. I thought maybe it had something to do with the opponents I was playing (wino and DT) but this time it was against a new opponent. On top of that the same map generates the same black market and same random events. So on
Something in the algorithm must be broken. I've never seen it before this week. Getting the same map back to back (where there was only 1 good founding spot) is pretty odd. Getting it a third time the next day is just bizarre. I also had the same issue with 2 other maps besides this one during this past week where they popped up multiple times against the same opponent. Deathtacticus and I were puzzled about why it's happening. <br /
Playing QM the past two days and i've found myself recognizing the maps over and over again. Has something changed in the map generation recently? I don't ever previously remember seeing two maps that were the same. Monday for instance I played the same map in consecutive quickmatches with DeathTacticus. Then it showed up again playing last night with Wino. It's been happening a lot recently. I should note that the black market was exactly the same each time
Judging by the use of a hologram away from your base on a silicon mine I don't think it really matters [e digicons];P[/e] You're right Yerand. Didn't end up mattering in my game but if spies weren't available it might have. It's always awkward to see a patent lab turned off in most any scenario but your point is well taken. [e digicons]:)[/e] This one isn't really a pressing emergency issue. Just wanted to bring it up because it looked od
Playing a game with DeathTacticus/Zuzani/Ghost Buster/etc. etc. and I hologrammed a reactor to throw him off (bottom middle cluster in the picture). When the price of the reactor vs water cost became inefficient I turned all the reactors off. This caused my "patent lab" to turn off as well. If it was truly a patent lab there's no reason for it to be off as power is $1. Is there any way to fix this scenario? If anyone is closely paying attention in a 1v1 they would know this is
[quote quoting="post"] Turns out I have somehow become a spectator of Veivi vs Mitrofan game (Veivi's being super gracious and giving tips, love the guy, not like blackmagic, who's an a**hole) [/quote] Ouch! I don't recognize your user name but I guess we've played before. Sorry if i offended you somehow. Anyway there was a posting about this scenario a couple of months ago by cubit so the devel
[quote who="Jaiwera" reply="4" id="3613166"] By resource icon, I mean the one left of the three tile indicators; that has the old behavior. I don't have OTC installed right now though, so I can't try it. Yes, who would ever guess that little graphic was clickable? [/quote] That little graphic is clickable but it doesn't work the same as it used to. I'm not entirely sure what order it does it in. If you keep clicking it goes through a
[quote who="Jaiwera" reply="1" id="3613023"] Prior to found the available resources used to be located in the top middle of the screen. When you would click on them it would sequentially take you through all the resources in decreasing Click on the resource icon. [/quote] Maybe this one wasn't clear. You used to be able to click on the resource icon and it would cycle you through all the high ti
Any update to this? I feel like showcasemike is breathing down my neck. Need to see how hard I have to work to stay ahead of him.
First things first. I was a huge critic of the new UI when it came out. I have to say that it has been improved tremendously from when it was rolled out and I'd really like to thank the UI team for doing such a great job in refining it. I really like it now. Now on to random things that might be helpful to add if they weren't too much trouble: At the moment it's difficult to distinguish the difference between colony buildings th
As Yerand said - buildings in triangles provide maximum efficiency Clicking the "toggle" button on the top left of the screen shows you the unclaimed resources Build resources connected to your base to better be able to respond to changing market conditions. (I've seen several new players playing non-scientific HQ's locate steel mills and glass furnaces away from their base leaving them very susceptible to magnetic storms and pirates). Advanced bu