I wish I knew what I was thinking when I squashed the one high water tile instead of holding onto it to make large amounts of money later. The mistake was clearly worth it to see that buying 250k nukes is a winning strategy, though :P
Offworld_Blues
I don't think the random resource shipments I've gotten have been as large as Cubit's 60 carbon/20 electronics, but I have noticed having scatterings of resources that I know I didn't buy or produce. Also notable: robots no longer receive 20 electronics when founding. There's no entry in the change log for that, so could it be a bug (rather than a significant nerf)? And on the topic of pleasure domes, I do feel like the scaling needs to be toned down
Works fine now.
For what it's worth, adrenaline boosts are supposed to only have half the effect on offworlds in beta 7.
You still cannot buy back your own shares on the new UI, as far as I can tell.
I was unable to play today's daily challenge; the win screen pops up every time I click for my first scan. Scan mode in regular skirmishes is fine.
There are a number of things I can agree on with Gameslayer: that destroy buyouts don't feel rewarding enough in their current state, that they offer avenues for other players to catch up through simply accumulating cash single-mindedly, and that converting claims to income requires a fair amount of starting capital and time when a player is often most vulnerable. A reasonable example of why destroy buyout doesn't work well in its current state is <a title="this gam
Let me start by saying that this feature is welcome in some ways, as there seems to be some tendency in FFAs for players to pile onto the leader, even past the point where he's lost the lead. That said, it seems like far too large a drop at this point (as far as I could tell, the effect for a power surge is roughly halved for the second and third hits). That represents a dramatic nerf for the black market, to the point where it doesn't seem particularly effective for eve
I'm in. I should be able to make any of those times work as well.
I'd been sitting in a lobby for ~20-30 minutes chatting when I tabbed out the game and back in. Upon returning, I saw this: Basically, all the chat went blank except for avatars. I didn't think to try to trick with scrolling up before I exited, so I don't know if that workaround would've fixed things, but I figured I'd report this anyway.
One more thing: tiles that are claimed, but unused, no longer have an indicator in the top area
Solar/Wind tiles have no inputs, so they don't receive bonuses from any buildings other than themselves. They do, however, supply adjacency bonuses to other buildings next to them (with the possible exception of ice condensers?).
For the current default mode, you inherit scientific bonuses on buildings that are already down, but not on any buildings you build later. Being unable to take over good scientific territory (or offworlds) is unfortunate, for sure. I'm still not entirely sure how I feel about the mode on the whole, though I do like the idea in principle. More on-topic, I suppose I can understand the utility of being able to locate and take claims that were instrumental in blocking an oppon
Some more small things: You get the scanning tool and can trigger the scanning animation even with reveal map on. Also, what InSync said about debt sticking at 150k and not moving at all The middle two bars for the engineering lab have no space between them. Queuing research highlights the bars correctly, but it's a bit disconcerting to only see only three bars (one of which is double-length) Adding on to what InSync said about replay speed, it seems to
I'd be interested in playing during the Mohawk stream or right after, if Zultar is streaming then. Would sometime in that range work for you, Gameslayer?
RadRoofer: I haven't had much luck connecting with you on Steam lately, so I just wanted to point out that I am unable to stream. If you're able to stream our match, then great, sometime today ~3+ hours from now could work for me (i.e. 8pm EDT to around 1am EDT), or many times the next two days. Just let me know what works for you and hopefully we can work something out.
Wanted to clarify: does default settings mean that reveal map will be off? Just seems odd since reveal map is default for quickmatch, but not for custom games.
Count me in. Blues
A few more little things: I'm not sure prices changing colors adds much. In some sense, sure, you might want to avoid markets with falling prices and enter those with rising prices, but given how easily prices can be manipulated, that could be a trap. I think I preferred the plain text, which made cross-price comparison quicker and was less information to decipher. Engineering labs have been touched on earlier, in terms of them showing the max upgrade level queued
I'm one of the players that's made the mistake of dipping into a D rating with offworlds on multiple occasions. Oftentimes (at least against Cubit), it feels like there's strong pressure to found at debt levels around 40k to avoid falling too far behind, then it's necessary to push back on auctions. One mistake on an auction, or getting your power shut down at a crucial time, will be enough to get you in a lot of trouble. That said, there's no good excuse for all t
For what it's worth, the absence of auctions wasn't a consistent thing between matches last night; it was only a problem occasionally. Besides the game with Blackmagic, I had a game with DeathTacticus where auctions didn't show up either, though I also had games with both that did have auctions. I was not using the new UI either.
With beta 6, offworld launch times seem to have been pushed back up to 60 seconds (from 45). While I still think offworlds are the only real viable endgame tool for most 1v1 games due to prices staying so low, the added black market pressure and higher prices in FFAs may make other plays more viable, though that remains to be seen. Offworlds may still end up ultimately being necessary, but I think the rush will be less important. Anecdotally, there was one game we recently played where I was
In the next_version patch, there's an option called Destroy Buyout, which wipes the bought player off the map, gives the buyer 4+HQ level claims, and exclusive claim access to the bought player's former tiles for 60 seconds. Here's a video of that mode being played out (though it has undergone changes since then, primarily stock prices increasing an amount closer to the status quo). https://www.youtube.com/watch
I haven't been able to try the new UI in multiplayer for obvious reasons, but so far it seems to run a lot more smoothly. Normally having Chrome open at the same time as the game cripples its performance, but I was able to get through a skirmish smoothly using the new UI with Chrome up.
My understanding is that when you drop a hologram on an empty tile, it will be disguised as invisible, which I understand to mean it showing as an unclaimed tile. If I'm misunderstanding, then there's nothing going on here. Otherwise, at about 12:42 ( https://www.youtube.com/watch?v=EjwLVUnN7eE ), I hit Zultar with a Slowdown Strike next near the hologrammed tile, which exposed the goon squad. Black market effects exposin