Jaiwera

Jaiwera

Joined Member # 6423863
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[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.

3 Replies 24,238 Views

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. </

15 Replies 91,208 Views

[quote who="Zultar327" reply="4" id="3629084"] To handle the argument itself, I'd say that the assertion that the point of life-support is that it is consumed. It is one of the things that differentiates it from other resources, and these differences are important for keeping decisions within Offworld interesting. If these resources could be treated almost exactly like any other, just costing you debt, players would not have as much to consider. It's also important to note that t

12 Replies 41,178 Views

[quote who="Duban" reply="2" id="3629067"] Edit: All I'm saying is that if you want to allow players to trade cash for debt through life support there's no reason not to go all the way with it. Not unless you're intentionally trying to encourage players to sell down the price of life support, which I guess would be a valid reason to do so. [/quote] Who knows. Before autosell, life support and debt interacted in a dumb way, and Soren thought it was ok. People coul

12 Replies 41,178 Views

Sorry, I didn't read your first post carefully enough. Soren knows autosupply off by default very well, since his client updates so often, and he forgets to change the option. Maybe he's just used to having his buildings off. But given his experience with the pain, he surely has some counter-reason to keep it off by default most likely nonsense Many players have complained about this to no avail, so you'll need some novel argument to con

12 Replies 41,178 Views

[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

10 Replies 27,218 Views

[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.

10 Replies 27,218 Views

[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]

10 Replies 27,218 Views

This mod swaps the aluminum and steel UI rows. Consequences: This moves the 4 quarry/mine resources together, which is good for Random Prices because all the 20-dollar price resources are next to each other. This makes any deviations quicker to understand. Iron and steel are still next to each other. Carbon becomes next to aluminum, which is useful for scavengers. And steel consistently appears as the first item in the building resource costs instead of jumping to second when aluminum

0 Replies 13,531 Views

pbhead, if you're still up for a next video after those frustrating changes, test something first just to make sure it's working, no need to record the test. Start a campaign and then concede the first round. If the UI completely fails to appear in the hiring screen after the first round, then upload Offworld_Data\output_log.txt. Otherwise, if it doesn't completely disappear, then things are probably fine and the test succeeded. This is just in case, since I don't know

15 Replies 91,208 Views

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.

10 Replies 27,218 Views

Hey users, Soren Johnson said: I'm adding a Sim AI Mission game option to the campaign. Takes a loooong time, but if you want it, it's there. Soren Johnson said: if you want to turn it on, you have to mod game-option.xml for now This isn't a default or in the mod, but if you want your AI to play rounds instead of gain magical bonuses, it's a choice you have. This option took 20 seconds on Blues's computer.

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Right now, I'm trying to diagnose 2 things: 1. In pbhead's Sam playthrough, no engineers were murdered on the second round, but it should happen every round in my mod. I know, thanks to Blues, that the xml structure of event-turn.xml changed, so I changed my mod to match the new xml structure. Blues also showed me the C# code dealing with it, so I am reasonably confident that it matches. But the murders are not showing up, so there's an incompatibility somewhere, maybe

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When a campaign map lets you in as the only player, the round doesn't end on the end of the 7th Sol, instead going into eternal overtime. Also, conceding in this 1-player mission doesn't advance the round count like it normally does. This is next_version. This bug should happen with the default campaign as well, since I haven't touched any of the AI colony selection logic.

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This is something Soren fixes. I'd prefer player-only matches to happen, but only rarely. Conceding advances you as long as your stock price is not the lowest. Here, your stock price was the highest, yet you were booted back anyway. That's another bug on top of the overtime no-winner bug.

15 Replies 91,208 Views

A flying to-be-constructed building can show the wireframe of the finished structure. It is as if sending a blueprint over. The wireframe will be in the player's own color. Rationale: those initial construction steps look pretty terrible floating through the air, and they don't have much correlation to the final structure, and they are sometimes hard to spot. A player seeing flying player-colored blueprints will have a better understanding of what is happening.

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